Page 1 of 2
INS post 1.0
Posted: 2015-10-19 16:33
by Brozef
It really seems that without incendiary grenades INS mode has seen a sharp decline in Bluefor wins. I think Bluefor can still kick *** but without killing caches its just a waste of time. I know bringing them back is probably not on the table but I had a different idea.
There is no way in hell insurgent forces can have unlimited manpower in real life, and as for game balance its totally game breaking on most INS maps.
So why not factor in kills, say if bluefor kills 150-200 insurgents that can count towards a cache kill. Most rounds bluefor usually gets about 200 anyway so 1 freebie cache should not be game breaking.
Because I can't be the only one to notice just how few times Bluefor wins INS anymore, pre-1.0 its was far more favorable to Bluefor.
Just a suggestion

Re: INS post 1.0
Posted: 2015-10-19 20:59
by rPoXoTauJIo
People just need to play better.
Good old days of bluefore safari runs ended, get back&rekt in real game.
Re: INS post 1.0
Posted: 2015-10-19 21:26
by Mineral
Insurgency is a objective based gamemode. Turning into ticket fighting makes little sense. Also you make it seem as a temporary solution until bluefor can win again. I think we need to tweak the game/gamemode for that . Not just add easier ways to make blufor win.
Re: INS post 1.0
Posted: 2015-10-19 22:30
by Zeno
Ins is all about Bluefor being agressive and activly hunting down caches, if not its just a 1+ hour shooting gallery..
Re: INS post 1.0
Posted: 2015-10-20 03:20
by fatalsushi83
Insurgency is getting completely revamped anyway. Don't you guys remember the ins 2.0 test a few months back? Not much point in talking about balance until this new version gets implemented. Also, I've seen people say "Blufor needs to change their strategy" or "They need to play better" over and over again but how in the world do you expect this to happen? People will keep playing like they always have. You need to change game mechanics to get people to play differently.
Re: INS post 1.0
Posted: 2015-10-20 07:01
by Frontliner
Zeno wrote:Ins is all about Bluefor being agressive and activly hunting down caches, if not its just a 1+ hour shooting gallery..
But the problem is that killing stuff generates Intel, which is what you need in order to find and destroy the caches in the first place. And BluFor's best bet at winning is to generate enough intel for 2 caches to be known as BluFor tunnel vision accounts for a good portion of their losses in INS.
To me, INS as a whole just seems unsatisfying to play. The new Civi mechanic requires almost no skill from the Ins player to be effective, just a bit of patience until the first 2 minutes are over. The rest is a matter of finding one of the 10 guys on BluFor that will shoot at anything without checking first: "Minus 10 Points for Gryffindor, errr BluFor".
As far as actually combatting BluFor is concerned, 3 hideouts around a cache is all you need. The rest is a matter being able to stall BluFor near the cache via means of Samsara(hinduist cycle of life and death - spawn-die-respawn-die) until BluFor lost all their manpower near the cache.
And if this wasn't enough, nowadays Ins can shut themselves into the cache area by utilizing Allah's most glorious impenetrable mountains of dirt and car wrecks. An overhaul is needed for 1.4. Really.
Re: INS post 1.0
Posted: 2015-10-20 16:23
by Xander[nl]
fatalsushi83 wrote:Insurgency is getting completely revamped anyway. Don't you guys remember the ins 2.0 test a few months back?
Didn't see or hear anything about that. Care to elaborate a bit? What was changed?
Re: INS post 1.0
Posted: 2015-10-20 19:47
by Jacksonez__
'Xander[nl wrote:;2100879']Didn't see or hear anything about that. Care to elaborate a bit? What was changed?
Insurgency 2.0, or how I remembered it:
- Commander was able to set next unknown cache location / area
- 1 minute civilian timer back
- Blufor did not gain intel from far-kills (e.g APC camping a hideout from far away)
- Blufor gets very inaccurate cache location mark. Cache mark becomes more accurate the more intel blufor gains.
- Only one cache at a time
and something else, can't remember all.
Re: INS post 1.0
Posted: 2015-10-21 06:53
by Xander[nl]
Okay, thanks for the info.
Re: INS post 1.0
Posted: 2015-10-21 07:54
by Frontliner
Another change that was included was a timer on the cache. If it couldn't be destroyed within 15 minutes(iirc) it would vanish and the next cache would open up. If INS was able to prevent two caches from being destroyed, the round was over.
Overall, INS 2.0 was not pleasant to play at all.
Re: INS post 1.0
Posted: 2015-10-21 08:03
by Jacksonez__
Frontliner wrote:Another change that was included was a timer on the cache. If it couldn't be destroyed within 15 minutes(iirc) it would vanish and the next cache would open up. If INS was able to prevent two caches from being destroyed, the round was over.
Overall, INS 2.0 was not pleasant to play at all.
I played 3 rounds on insurgency side and we won 3 matches out of 3 with mediocre team. Ins 2.0 alpha was too easy for insurgency imo.
Re: INS post 1.0
Posted: 2015-10-21 11:52
by Roque_THE_GAMER
Blue for only worries is to secure the area around the cache and then try to find it (which is hard if the cache in close to the enemy base.)
my problem with insurgency is if the blue for get the cache early they just seat around with out objective getting random kills, that's make this mode not pleasant to me. i think the next cache should be reveled when the other one is destroyed.
Re: INS post 1.0
Posted: 2015-10-21 13:23
by W.Darwin
How about the removal of intels system and simply set up the game mode in a way there would always be one cache visible and one hidden. And once the known is taken down, the unknown become visible and a new unknown spawns.
No more intels, but a visible cache always displaying on the map.
The action would be always concentrated for better PR experience for everyone (:
Re: INS post 1.0
Posted: 2015-10-21 14:41
by Xander[nl]
The problem IMO is that the insurgents are unrealistically strong in CQC, making it very hard for Blufor to push through to cashes in dense urban areas. Without an upper hand in infantry combat, Blufor usually loses because they get bogged down by endless waves of insurgents. Even if they win one firefight, the next wave of insurgents will overrun them before they're able to heal the squad. Only above average teams would manage to effectively take down such caches, which is rare in random servers. Usually Blufor's only chance is to hope the second cache will be easier to get because of its location or because of the fact that the insurgents have to divide their defenses.
What I would personally would like to see is tests with an accuracy reduction for insurgents (except for certain kits like marksman of course), and a decrease in available AT / mines / IEDs. Untrained insurgents shouldn't be able to snipe with AK-47s or hit armor with RPGs at 300 meters. I think the over-effectiveness of insurgent weapons is what causes Blufor to hang back.
For balance it would probably be a good idea to combine this with several other changes, like only one cache being available at a time.
Re: INS post 1.0
Posted: 2015-10-22 06:44
by solidfire93
well i had good rounds and bad rounds as Bluefor also as Insurgents !
but changing the weapons for Insurgents not a bad idea but the Blufor have optics and scopes which makes them OP at mid-long range firefights !
and idk i dont feel like i can sniped some one with AKM or hit a LAV at 300m
due to iron sights ! (yes im still noob)
Insurgent mode is like chess both team have to set up thier plans(FOB/hideout) and thier Defenses,and when the time is right you strike !
i've seen Blufor get Rekt by Ins because they didn't build enough FOB's or set up Defenses
also as Insurgents we lost 2 chashes in less than 10 mint which a squad of Blufor was near us and on the other side tank was watching us from the South Bridge at Al-Basrah which it was a nightmare for Ins team to cross or cover or even get back to cash location
becuase some one didn't Build a hideout in a safe place or hidden location and no Road blocks to make it difficult for Blufor team to see any targets by the tank or infys
also with all these stuff that we have to build Blufor can win very easily because they are better equiped than the INS team.(if they know what they are doing)
my point here Nurfing the INS going to make it easier for Blufor !
i think it's Balanced like this if you didn't set up anything or dont use your Assets as it should with INS team then you deserve to lose and rage about thier APC or LAV that is unbalanced !! (no bullshit some one actually said that in my squad in Falluja)
maybe my love to PR is blindfolded me about that facts that more experience players exactly know and see the problems.
the game mode is not fun for both side if you didn't think ahead or use your brain (no offence) also every body have thier bad days or sometimes new players join your squad and dont know what they are doing
i've been playing for 3 month in PR and sometimes ppl call me you are a good squad leader and sometimes ppl tell me that your bad ! and scrub
i can't blam the game mode if i dont know how to play it
and since we get alot of new players everyday it will take some time untill they get used to it !
best Regards.

Re: INS post 1.0
Posted: 2015-10-26 15:07
by Brozef
From what I am reading I'm not the only one to realize this. Something happened to INS mode after 1.0 and made it more difficult for a Bluefor win. It turned from Bluefor steamroll(most of the maps) to a Bluefor slaughter on any map that's not a desert.
Re: INS post 1.0
Posted: 2015-10-26 19:20
by Valmont
Just have all clases spawn with a Sachel Charge.
Non specialist clases get lesser Sachel Charges that require 2 explotions to destroy they cache.
Specialists get a better Sachel that destroy the cache with one charge.
Problem fixed.
Re: INS post 1.0
Posted: 2015-10-27 01:35
by Brozef
Now that is an idea! Either that or have vehicles kill caches again

Re: INS post 1.0
Posted: 2015-10-27 15:43
by eversmen_br
We have to consider all the scope loving newbies that came to PR on 1.3, ahaha the free/easy installer really changed all.
Where i play BLUE still wins a little bit more, when the teams are almost even... they just camp around the first cache with long range weapon and armor, let second cache appear, camp around the second cache also ... as intel points accumulate even with two caches revealed, you take the easier cache out and the third will show up in no time... if a cache is hard they can just chose the one with better conditions to camp and gain intel.
things might be different depending on the server... don't know if guys got a lot of new players too...the side where they are is normally the side that loses : P