[FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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K4on
- Retired PR Developer
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[FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
(https://www.realitymod.com/forum/f376-p ... 16prt.html)
Please post your Insurgency 2.0 Alpha feedback below!
Please post your Insurgency 2.0 Alpha feedback below!
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
AfSoccer "I just don't see the natural talent."

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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
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Curry
- Posts: 1063
- Joined: 2011-01-10 22:39
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
Check the changelog on the event thread. We made it now a little easier for BLUFOR to get the marker updated.
Curry.
Curry.
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WeeD-KilleR
- Posts: 792
- Joined: 2009-11-01 13:32
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.
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zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
47 people on fortress cache lol. That spawning needs to be removedzloyrash wrote:
E: yeah 40-0 for insurgents again lol
Last edited by Jacksonez__ on 2015-02-07 19:21, edited 3 times in total.
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CTRifle
- Retired PR Developer
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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
- Posts: 792
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
So: Revert that feature how it used to be and then make another test and THEN think about other changes.
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adrenalinetooth
- Posts: 21
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
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.
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UTurista
- PR:BF2 Developer
- Posts: 985
- Joined: 2011-06-14 14:13
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
Edited:
Check:
https://www.realitymod.com/forum/f376-pr-event-news/133187-insurgency-2-0-alpha-test-event-07-08-02-2015-16prt.html#post2054881
For the Live Changelog
Check:
https://www.realitymod.com/forum/f376-pr-event-news/133187-insurgency-2-0-alpha-test-event-07-08-02-2015-16prt.html#post2054881
For the Live Changelog
Last edited by UTurista on 2015-02-08 02:06, edited 2 times in total.

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
Think it's pretty much describing whole situation, spawn on caches is what needs to be fixed, rest is fine 







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.
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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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 :/
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
These are great suggestions, consider these!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.
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Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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?
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?
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obpmgmua
- Posts: 397
- Joined: 2013-05-19 20:51
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
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
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Sign Here ______________________
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Fir3w411
- Posts: 341
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
rPoXoTauJIo wrote:Think it's pretty much describing whole situation, spawn on caches is what needs to be fixed, rest is fine
Skip to 13:45 to see a short Taliban perspective of this.

"Sometimes you just gotta use torture tactics."
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Wayet
- Posts: 122
- Joined: 2013-06-30 17:50
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
i had a weird and annoying bug when it will always switch between my SIGHTS even if im not pressing "C"
- Mineral
- Retired PR Developer
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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
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.
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.
- Forum Moderator
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- Joined: 2012-07-09 20:44
Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event
^ 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.





