INS mode
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fenriz9000
- Posts: 75
- Joined: 2009-03-13 02:40
INS mode
Hi all,
I would like to share my observation during playing insurgency mode. Well, I had pause in playing for last two-three years, and of course I comparing to the old mode.
Last several months I playing a bit more, and play a lot of insurgency maps and I see that almost all of maps are won by BLUE teams. Only two-three times I see that insurgents won and that required a lot of teamplaying from them and a lot of skilled players at the insurgent side.
Speaking in numbers, I think its about 95% of ins mode are won by blueforces and only 5% won by insurgents. I dont have full statistics, and if someone have such information, please share it.
Playing for blueforces at insurgency level is not requires a lot of teamskilling, mostly maps are won if they have 3-4 'fraggers' and not totally dumbs for rest of the team. It's like a 'funny walk' when you play against insurgents, because they are so easy to kill and have no any new weapons or assets to resist.
Also I see that players, which want to have fun by playing, mostly switching to bluefor when insurgency mode starts, and think that this is a sign of something wrong with it.
I'm not complaining about balance or new features that changed it, but remember that 8 years ago when we play for insurgents we had a lot more fun than now.
Please share your opinion for this mode.
I would like to share my observation during playing insurgency mode. Well, I had pause in playing for last two-three years, and of course I comparing to the old mode.
Last several months I playing a bit more, and play a lot of insurgency maps and I see that almost all of maps are won by BLUE teams. Only two-three times I see that insurgents won and that required a lot of teamplaying from them and a lot of skilled players at the insurgent side.
Speaking in numbers, I think its about 95% of ins mode are won by blueforces and only 5% won by insurgents. I dont have full statistics, and if someone have such information, please share it.
Playing for blueforces at insurgency level is not requires a lot of teamskilling, mostly maps are won if they have 3-4 'fraggers' and not totally dumbs for rest of the team. It's like a 'funny walk' when you play against insurgents, because they are so easy to kill and have no any new weapons or assets to resist.
Also I see that players, which want to have fun by playing, mostly switching to bluefor when insurgency mode starts, and think that this is a sign of something wrong with it.
I'm not complaining about balance or new features that changed it, but remember that 8 years ago when we play for insurgents we had a lot more fun than now.
Please share your opinion for this mode.
Last edited by fenriz9000 on 2018-03-28 11:17, edited 1 time in total.
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: INS mode
The reason why BLUFOR mostly win insurgency rounds is that OPFOR not defending the ammocaches.
What i see every round :
Squads running to far away from the ammocache and playing their minigame.
Some people placing mines in smart spots but than the not so smart people running into the friendly mines. Yelling in Mumble "STOP MINES !!!" doesn't help.
People running around and get farmed by the apc's. When you can't kill it - dont look or run to it.
People give to quick up when they get wounded what results in INTEL for BLUFOR.
Mortar assets not getting used by OPFOR.
Civi cars not getting used to block off the ammocaches areas when they get sieged by APC's or CAS.
Placing few civi cars close to an ammocache compound for excample on fallujah would help much.
The MK19 AAVP's wouldn't have it so easy anymore.
People grabbing the AA kit and running around like Rambo and getting slaughtered far off from the ammocache.
Opfor team doesn't place enough hideouts. Sometimes, roadblocks not getting used
The list is long what people doing wrong as OPFOR in insurgency.
What i see every round :
Squads running to far away from the ammocache and playing their minigame.
Some people placing mines in smart spots but than the not so smart people running into the friendly mines. Yelling in Mumble "STOP MINES !!!" doesn't help.
People running around and get farmed by the apc's. When you can't kill it - dont look or run to it.
People give to quick up when they get wounded what results in INTEL for BLUFOR.
Mortar assets not getting used by OPFOR.
Civi cars not getting used to block off the ammocaches areas when they get sieged by APC's or CAS.
Placing few civi cars close to an ammocache compound for excample on fallujah would help much.
The MK19 AAVP's wouldn't have it so easy anymore.
People grabbing the AA kit and running around like Rambo and getting slaughtered far off from the ammocache.
Opfor team doesn't place enough hideouts. Sometimes, roadblocks not getting used
The list is long what people doing wrong as OPFOR in insurgency.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: INS mode
Now you see why most old players can't stand insurgency. It's only PR for one team.
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: INS mode
I found the time to continoue the list.
Soloing important assets:
People soloing assets like SPG techie or rocket techie and start thinking they found the perfect spot and losing totally awareness of the surroundings. Many times they also use such assets only for transport. Atleast BLUFOR have the same problem with their logitrucks.
Lack to combine assets:
People thinking 1 dshk tripod is enough to defend a cache/hideout vs. CAS. Only few players get the idea to have atleast another dshk techie in the area to scare CAS off. Many people aren't aware about that BLUFOR have the CO UAV who can easily spot such deployable assets and coordinate the CAS pilots.
Attacking superfobs:
People thinking they can overrun superfobs with infantry. As i mentioned, use the mortars against smoked TOW's or camping apc's etc.
Gear inventory:
To many peole deny the use of smokegrenades.
Unknown caches:
People totally ignoring the unknown cache locations and are suprised when it goes down because no one prepared the area with hideouts. Looking at the killcount of the Blufor side can give you atleast a vague info how much INTEL Blufor has.
Stupid emplacement spots:
SPG/DSHK emplacements getting placed on rooftops to use it against infantry. They ignore the fact that BLUFOR can snipe them easily out of it.
Lack of map awareness:
Bridges are hotspots for Blufor traffic but no one get the idea to place some rpg infantry close to it. Mines aren't the only options to secure such places.
Civi idiots:
Some of them thinking they still can lure Blufor infantry into an ambush but smart Blufor infantry ignoring them, going away and the civi following him .... directly in the breacher shotgun who's waiting behind the next corner or bottom of a hill/tree/wreck ... whatever. Also many players aren't aware about that when they stand close to an armed insurgent they dont die the martyr death.
The shovel idiots:
Still present in the game. People thinking they can block the only way to a cache by keeping the roadblock or gunemplacement intact. They have their fun for 10 minutes but they are not aware about that a squad can have multiple breacher kits (dropping and deselecting the kit) and other 2 guys requesting it.
Taddaaaa ...... 1 squad have 3 Breacher and an engineer kit and placing simultaniously multiple c4 charges. Nothing to shovel after the charges blowing up and the next grenade flies directly to them.
Best is when they use assets underground, where the upper part of the dshk or whatever sticks out of the surface. (Had this yesterday on lashkar).
Lack of teamwork (biggets issue at all)
Opfor create a squad but all people playing their minigame and only few stick together.
It is not the insurgency gamemode machanics that are flawed (i know, many people saying it) but the truth is that the Insurgency gamemode is good. Problems are the people and their teamplay and tactics because they cannot adapt to the gamemode.
Soloing important assets:
People soloing assets like SPG techie or rocket techie and start thinking they found the perfect spot and losing totally awareness of the surroundings. Many times they also use such assets only for transport. Atleast BLUFOR have the same problem with their logitrucks.
Lack to combine assets:
People thinking 1 dshk tripod is enough to defend a cache/hideout vs. CAS. Only few players get the idea to have atleast another dshk techie in the area to scare CAS off. Many people aren't aware about that BLUFOR have the CO UAV who can easily spot such deployable assets and coordinate the CAS pilots.
Attacking superfobs:
People thinking they can overrun superfobs with infantry. As i mentioned, use the mortars against smoked TOW's or camping apc's etc.
Gear inventory:
To many peole deny the use of smokegrenades.
Unknown caches:
People totally ignoring the unknown cache locations and are suprised when it goes down because no one prepared the area with hideouts. Looking at the killcount of the Blufor side can give you atleast a vague info how much INTEL Blufor has.
Stupid emplacement spots:
SPG/DSHK emplacements getting placed on rooftops to use it against infantry. They ignore the fact that BLUFOR can snipe them easily out of it.
Lack of map awareness:
Bridges are hotspots for Blufor traffic but no one get the idea to place some rpg infantry close to it. Mines aren't the only options to secure such places.
Civi idiots:
Some of them thinking they still can lure Blufor infantry into an ambush but smart Blufor infantry ignoring them, going away and the civi following him .... directly in the breacher shotgun who's waiting behind the next corner or bottom of a hill/tree/wreck ... whatever. Also many players aren't aware about that when they stand close to an armed insurgent they dont die the martyr death.
The shovel idiots:
Still present in the game. People thinking they can block the only way to a cache by keeping the roadblock or gunemplacement intact. They have their fun for 10 minutes but they are not aware about that a squad can have multiple breacher kits (dropping and deselecting the kit) and other 2 guys requesting it.
Taddaaaa ...... 1 squad have 3 Breacher and an engineer kit and placing simultaniously multiple c4 charges. Nothing to shovel after the charges blowing up and the next grenade flies directly to them.
Best is when they use assets underground, where the upper part of the dshk or whatever sticks out of the surface. (Had this yesterday on lashkar).
Lack of teamwork (biggets issue at all)
Opfor create a squad but all people playing their minigame and only few stick together.
It is not the insurgency gamemode machanics that are flawed (i know, many people saying it) but the truth is that the Insurgency gamemode is good. Problems are the people and their teamplay and tactics because they cannot adapt to the gamemode.
Last edited by Fastjack on 2018-03-28 12:03, edited 2 times in total.
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: INS mode
Interesting, I've noticed lately that teamwork on the INS teams has largely increased. The last couple of rounds that I've played as BLUFOR we've really had it difficult to get to the caches, constantly getting shelled by a rocket techie, RPGS and HMG techies while the Garry makes its way around to blow up 20 people. At the same time, the INS rounds on which I've lost as INS lately have been very, very close games.
I think that server admins can help a lot if they notice that the team is not playing together.
I think that server admins can help a lot if they notice that the team is not playing together.
In-game: Cobra-PR
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: INS mode
I also noticed yesterday a round on kokan where Blufor lost (3 caches left) and the Opfor team did it well.
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InfantryGamer42
- Posts: 495
- Joined: 2016-03-16 16:01
Re: INS mode
Same. INS teams are playing more and more better. Still from time to time same of problems that Fastjack said are happening. For instance, few days ago I played Karbala. We lost only two caches after 1 hr of constant Polish attacks. Second cache we lost after one squad(from two that were defending) moved from cache location to hospital 100 east of it and got killed by FOB and APC. In same time, smart Polish landed in middle of as, killed most of as and destroyed cache. Still, It was really good game on INS side.PatrickLA_CA wrote:Interesting, I've noticed lately that teamwork on the INS teams has largely increased. The last couple of rounds that I've played as BLUFOR we've really had it difficult to get to the caches, constantly getting shelled by a rocket techie, RPGS and HMG techies while the Garry makes its way around to blow up 20 people. At the same time, the INS rounds on which I've lost as INS lately have been very, very close games.
I think that server admins can help a lot if they notice that the team is not playing together.
To that list I would add map design. It plays important roll. Maps like Kokan are really INS friendly if BLUFOR faction doesnt play right.
- ALADE3N
- PR:BF2 Developer
- Posts: 577
- Joined: 2016-02-13 17:34
- Location: Philippines
Re: INS mode
People leaving logis anywhere and no one has the courage or effort to return it to main.

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fenriz9000
- Posts: 75
- Joined: 2009-03-13 02:40
Re: INS mode
Well, lack of teamplaying was always be an issue and not depends on the mode (aas or ins). From my perspective the problem that teamplaying and personal skills are influence too much for insurgents, and if your team will not be totally better than bluefor, the insurgent will loose. Usually I can predict who will won after 15-30 minutes of game just by seeing numbers of teamscore and k/d ratio. To have insurgents win, it usually require more than double teamscores and total overrule in k/d ratio. In such situation insurgents *can* win. In other conditions - 95% chance that coalition wins.
Last edited by fenriz9000 on 2018-03-29 06:39, edited 1 time in total.
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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: INS mode
And what you think what the reason for an higher BLUFOR K/D is?Usually I can predict who will won after 15-30 minutes of game just by seeing numbers of teamscore and k/d ratio
Excample Ramiel / Basrah :
Why the insurgents always try to takeover the VCP's? There is no reason for it.
To many bombcars and tickets getting wasted on it. I saw rounds where some try-hards wasted 3 bombcars and atleast 50 tickets on it before they got it done.
The truth is they didn't got it done. Blufor only lured them for intel and gave voluntary the control away because they had enough intel for more than 3 other ammocaches.
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fenriz9000
- Posts: 75
- Joined: 2009-03-13 02:40
Re: INS mode
Hi Fastjack,[R-CON]Fastjack wrote:And what you think what the reason for an higher BLUFOR K/D is?
I'm not making any conclusion or suggestions. Just want to have a full picture, trying to gather other players experience.
Is it possible to have statistics for win/loose of ins mode for servers?
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: INS mode
The only thing i like to see is when the insurgent team would be able to place burning roadblocks to prevent the OP thermalvisions to counter the smoked apc's/tow's. It would also nerve the BLUFOR scopes.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: INS mode
https://statistics.realitymod.comfenriz9000 wrote:Hi Fastjack,
I'm not making any conclusion or suggestions. Just want to have a full picture, trying to gather other players experience.
Is it possible to have statistics for win/loose of ins mode for servers?
Its early WIP
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fenriz9000
- Posts: 75
- Joined: 2009-03-13 02:40
Re: INS mode
Thanks AlanTaylor, I'll check it and provide summary.
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: INS mode
I think INS team works best when the caches are in a dense urban area. It's just my observation. For example when the cache is in Ramiel docks, no one gives a **** but when it's in the city there's IEDs, ambushes, hideouts and most of the squads are there. Same goes for Basrah and Grozny. I think one of the reasons is that heavy assets have a difficult time to farm kills in such areas.
In-game: Cobra-PR
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fenriz9000
- Posts: 75
- Joined: 2009-03-13 02:40
Re: INS mode
statistics shows that my feelings are wrong and bluefor at all won not very much as I thought. I expect that statistics is correct and up-to-date. I took all games for insurgency (32/64) from 1.5.3 and above and make a table:
Code: Select all
MAP NAME TIMES INS BLU bluefor %
AlBasrah 0 2 8 80%
Assault on Grozny 12 6 6 50%
Bamyan 1 0 1 100%
Bijar Canyons 1 0 1 100%
Black Gold 2 2 0 0%
Dragon Fly 4 2 2 50%
Fallujah West 47 16 31 66%
Gaza 9 4 5 56%
Iron Ridge 10 7 3 30%
Karbala 14 10 4 29%
Khamisiyah 3 1 2 67%
Kokan 16 8 8 50%
Korengal Valley 2 0 2 100%
Kozelsk 1 1 0 0%
Lashkar Valley 16 7 9 56%
Operation Archer 4 2 2 50%
Operation Marlin 8 2 6 75%
Outpost 33 17 16 48%
Ramiel 16 7 9 56%
Sahel 7 5 2 29%
Sbeneh Outskirts 4 1 3 75%
Shahadah 11 5 6 55%
231 105 126 55%
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59


