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[FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Posted: 2015-02-06 20:18
by K4on
(https://www.realitymod.com/forum/f376-p ... 16prt.html)

Please post your Insurgency 2.0 Alpha feedback below!

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

Posted: 2015-02-07 17:47
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.

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

Posted: 2015-02-07 18:01
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.

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

Posted: 2015-02-07 18:07
by Curry
Check the changelog on the event thread. We made it now a little easier for BLUFOR to get the marker updated.

Curry.

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

Posted: 2015-02-07 18:44
by WeeD-KilleR
Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.

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

Posted: 2015-02-07 18:58
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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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Posted: 2015-02-07 19:10
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

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

Posted: 2015-02-07 19:55
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.

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

Posted: 2015-02-07 20:35
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.

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

Posted: 2015-02-07 20:38
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.

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

Posted: 2015-02-07 21:22
by UTurista

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

Posted: 2015-02-07 21:49
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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Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Posted: 2015-02-07 22:07
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 :/

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

Posted: 2015-02-07 22:51
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!

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

Posted: 2015-02-07 23:13
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?

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

Posted: 2015-02-08 00:09
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.

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

Posted: 2015-02-08 03:31
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.

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

Posted: 2015-02-08 08:49
by Wayet
i had a weird and annoying bug when it will always switch between my SIGHTS even if im not pressing "C"

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

Posted: 2015-02-08 09:49
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.

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

Posted: 2015-02-08 11:55
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.