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update syira rebels

Posted: 2025-02-17 07:20
by sasrt22
I suggest updating this faction and updating clothes and weapons (if there is a capacity)
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Re: update syira rebels

Posted: 2025-02-22 14:04
by Arab
Our factions are based around the PR timeline of 2003-2015. Probably unlikely if it's recent.

Re: update syira rebels

Posted: 2025-03-06 10:41
by Anglo_
If possible it’d be cool to see the Syrian Army faction be given AKs and such rather than the G3s. When you play as the Syrian army it just feels like you’re playing MEC

Re: update syira rebels

Posted: 2025-03-06 13:33
by Krayt
Anglo_ wrote: 2025-03-06 10:41 If possible it’d be cool to see the Syrian Army faction be given AKs and such rather than the G3s. When you play as the Syrian army it just feels like you’re playing MEC
the Syrian Army faction isn't even in the game, how would you play as them?

Re: update syira rebels

Posted: 2025-03-06 19:48
by Anglo_
I could've sworn when loading in on those maps the faction name was SAA, prior to making that post I looked it up and found a thread claiming that the SAA faction already existed. But either way im guessing MEC on those maps is meant to be interpreted as the Syrian army so give them a alt AK kit if possible

Re: update syira rebels

Posted: 2025-03-10 04:09
by M.MCC
Anglo_ wrote: 2025-03-06 19:48 I could've sworn when loading in on those maps the faction name was SAA, prior to making that post I looked it up and found a thread claiming that the SAA faction already existed. But either way im guessing MEC on those maps is meant to be interpreted as the Syrian army so give them a alt AK kit if possible
MEC is MEC

Re: update syira rebels

Posted: 2025-09-12 11:58
by Grump/Gump.45
We need to update the players with skills, tactics and coordination. That will increase realism more than a faction skin update.

Reading the asset list, knowing maximum for emplacements then teamwork between those assets. Combined arms between armor and FOB emplacements from multiple super FOBs.

-camouflage awarenes
-1 man per piece of cover, 1 man hit per RPG/tank shell
-Situational awareness, Sound and Visual

-Suppression and "random combat shooting" known as Combat Techniques of Fire, where, when, how and why to shoot into bushes.

-Tanks + APC + logistics repairs + jeeps + CAS + 3 TOW + 3 AA + 6 HMG + 2 mortars.

Where is the only place you have the time to set down all these assets in view of each other for teamwork immediatly between FOB assets and armor assets?

Last flag, outside your mainbase, you have 10 minutes till enemy can attack, meaning your APCs will be up at the 10 minute spawn timer to assist your 3 TOW, 3 AA, 6 HMG shared between 3 infantry squads. Then tanks at 20 minutes.

You have mainbase right close for your assets. While enemy has to cross whole map to RTB if they survive, also the enemy UAV travel fuel, damaged choppers, supply runs.

If they attack with only 1 armor at a time or uncoordinated attacks, too many tanks, APCs and super FOBs to destroy shooting at them.

They run into your tanks, APCs, 3 TOW, 3 AA, 6 HMG and 2 mortars. Your teams UAV has bigger advantage at last flag for fuel time.