[FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post your feedback on the current Project Reality release (including SinglePlayer).
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

[FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by K4on »

(https://www.realitymod.com/forum/f376-p ... 16prt.html)

Please post your Insurgency 2.0 Alpha feedback below!
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Rabbit »

I like these changes, makes it really hard for blufor. The only suggestion I have is make a dedicated civi kit and not drop kit. Sometimes it weapons dont render at a distance, and you dont really see civis walking around a combat zone with combat vests.
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Jacksonez__ »

First match ended 40-0 victory for insurgents. It was rather "easy" game. We'll see what happens in a map that has no civilians.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Curry »

Check the changelog on the event thread. We made it now a little easier for BLUFOR to get the marker updated.

Curry.
WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by WeeD-KilleR »

Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by zloyrash »

WeeD-KilleR wrote:Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Jacksonez__ »

zloyrash wrote:Image
47 people on fortress cache lol. That spawning needs to be removed :D . But it was pretty fun after all.

E: yeah 40-0 for insurgents again lol
Last edited by Jacksonez__ on 2015-02-07 19:21, edited 3 times in total.
CTRifle
Retired PR Developer
Posts: 1056
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by CTRifle »

The only thing I would say is tone back a bit on making it harder to get intel points (so maybe increase longer distance kills?), because both rounds ended in just 1 cache being taken out, but the changes really help opfor to balance it out.
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WeeD-KilleR
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Joined: 2009-11-01 13:32

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by WeeD-KilleR »

The reason blufor only managed to take out 1 cache everytime is because opfor can spawn anytime always on the cache. Even if the enemies are on the cache. It doesnt make sense to philosphy about other changes when the obvious issue why they only got 1 cache is so concisely.

So: Revert that feature how it used to be and then make another test and THEN think about other changes.
adrenalinetooth
Posts: 21
Joined: 2014-04-15 17:03

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by adrenalinetooth »

That Operation Archer was the most fun I've had in years (For the insurgent side, at least). But it was too easy in the end to win.

I think it can be made easier for Blufor in some ways:

1. Make the cache more vulnerable to explosive damage.

2. Instead of having a timer of 5 mins in which you can respawn on the cache, give it respawn tickets.
Say, about 100. Each time someone spawns on the cache, a ticket is taken away, and once it reaches 0 you can no longer directly spawn on the cache.

3. Adjust the amount of caches on maps.
Obviously with decent teams, a map like Operation Archer would only need 2 caches to make a fair and interesting game. As long as insurgent team plays competently and puts the cache in great places like the ones we saw in today's test, it makes amazing matches.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by UTurista »

Last edited by UTurista on 2015-02-08 02:06, edited 2 times in total.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by rPoXoTauJIo »

Think it's pretty much describing whole situation, spawn on caches is what needs to be fixed, rest is fine :)

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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Jacksonez__ »

Intel system is broken. We had 100+ kills in Laskhar but the intel marker did not move an inch. Then the cache was re-located :/
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by QuickLoad »

adrenalinetooth wrote:That Operation Archer was the most fun I've had in years (For the insurgent side, at least). But it was too easy in the end to win.

I think it can be made easier for Blufor in some ways:

1. Make the cache more vulnerable to explosive damage.

2. Instead of having a timer of 5 mins in which you can respawn on the cache, give it respawn tickets.
Say, about 100. Each time someone spawns on the cache, a ticket is taken away, and once it reaches 0 you can no longer directly spawn on the cache.

3. Adjust the amount of caches on maps.
Obviously with decent teams, a map like Operation Archer would only need 2 caches to make a fair and interesting game. As long as insurgent team plays competently and puts the cache in great places like the ones we saw in today's test, it makes amazing matches.
These are great suggestions, consider these!
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Nebsif »

wow, better late by a few years than never. No matter what you do please keep the 1 cache at a time thing.

I dunno if commander placed it, but @ round start on Kokan cache spawned south east part of the map closest to Trolliban main which is a bit 'OP' considering all the other changes to ins gamemode as a whole.

Also is there anything against placing new cache too close to old cache?
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by obpmgmua »

Insurgency 2.0 breaks one leg to spite the other.

Insurgents are too OP, the pendulum has swung too far into the insurgents favor. It's not balanced it's unfair.

Some changes I like others I don't. I will write a more detailed analysis when I play a few more rounds, because right now my experience is too fresh.
If you want Spawnable RPGs and SVDs for Insurgent team

Sign Here ______________________
Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Fir3w411 »

rPoXoTauJIo wrote:Think it's pretty much describing whole situation, spawn on caches is what needs to be fixed, rest is fine :)

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Skip to 13:45 to see a short Taliban perspective of this.
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"Sometimes you just gotta use torture tactics."
Wayet
Posts: 122
Joined: 2013-06-30 17:50

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Wayet »

i had a weird and annoying bug when it will always switch between my SIGHTS even if im not pressing "C"
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Mineral
Retired PR Developer
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Location: Belgium

Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Mineral »

I really liked most of the changes. Great work on the ones who made it happen :)

Although I believe the option of the commander setting the next cache location should be removed. This will make caches always on the same spots on maps(not exactly, but at least vicinity) on those locations which are the hardest and I rather have it always randomly move. Makes it a lot more dynamic. Although 'next cache' marker should stay as that is quite handy.

Also, I believe 40min is just a bit short of what it should be. Many caches yesterday were on the brink of being run over. I believe 1h would be a better timing.

Didn't really test out the 'marker being more accurate' thing as that seemed to be a bit bugged?

But so far very great gameplay.
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Nate.
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Post by Nate. »

^ To counter that, maybe the distance for new cache to be able to set from old cache should be drastically increased?! This way, it would have to be in more open locations from time to time.
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