EG's Insurgency Kit and stuff Ramblings
Posted: 2008-02-06 07:46
The insurgents are my second favorite faction (second to Militia!). I've brought up a few things about insurgent kits before, and I wanted to bring something else up. Also I like posting here to see if I'm going mad, or if I have viable voices in mah hed.
In review:
The "cell leader" kit has an AK47 with UGL. (Not sure if the AK-47 even gets those, the GP25 was made for the AK74) It's got a few explosive grenades, and a smoke hand grenade. It also comes with 3 patches.
Civilians have rocks, bandages (12), binoculars, and a wrench that repairs anything but bridges.
The insurgent kit carries a knife, the oh so grand AK-47, some extra ammo, and two Molotov's.
The ambusher kit has (for some odd reason) the SKS assault carbine, a knife, and a pair of IED's.
The war veteran kit has a knife, an AK-47, F1 frag grenades, and a bandage.
I don't often see members of the Insurgency with the Insurgent kit -- it's ammo carrying ability is largely redundant with all of the ammo caches you're supposed to defend, the Molotov's have little in the way to kill the more commonly encountered infantry, and once you begin to bleed, you will likely die. This is all well and good, and requires a bit of thinking to use effectively, and you get 9999 tickets on Basrah anyways.
Since I play insurgents every chance I get on Basrah (which is always), I rarely ever take the insurgent kit (most likely only take it on accident). Instead, I either take the Cell leader kit (I often lead squads) or the war veteran, as I will survive longer as either one, and protect caches easier.
I'd like to propose the following ideas. Like my ill-fated "Militia Changes" thread, which went on for like 4 pages, all the ideas are independent and are not a large, monolithic change, except if they overlap.
*Cell Leader: If this isn't going to be the "War Veteran" kit, then how about giving it a knife, the AK-47, two F1's, binocluars and three bandages? It has a somewhat conventional layout, but if my Insurgency asset placement idea ever takes favor with our Gods (devs), then it will be set apart by that.
*War Veteran: Keep as is, but to make the insurgent kit more attractive, give this guy a spawn time of 45 + (1(deaths)). This means if you take this kit, it will take you longer to respawn than even the conventional armies (rarer). To compensate, maybe give him something like a Molotov (in addition to his frags) or maybe even some soft body armour; or reduce his deviation to whatever the default is for the conventional forces (or militia, "out of practice").
*Insurgent: No ammo on insurgency maps? Compensate with a 3rd Molotov perhaps.
*Insurgent UGL kit: If the Cell leader configuation above takes someones interest, have the current Cell Leader kit (minus the bandages) become a new pickup kit.
*Ambusher: Drop SKS (as much as it's cool, I doubt they'd issue it if they've got AK's tbh) and gain the AK47. keep the nicely modeled IED's (modify the radius to be smaller? Seems like a big boom for a small package, could be wrong). Also get one larger IED (still remote detonated, but replaces their old "vehicle IED" which was being place held as a mine) In addition, a trip wire IED has never been denied...
Failing that, see below.
*New pick up kit -- Big IED: Pistol(?) and a big IED. It looks like an oil drum or whatever. Blows up with a large bit of force.
*Civilian: Keep binocs, wrench, rocks. Gain back shovel IF assets are coming to the insurgency. Maybe keep 2-3 patches.
*Doctor: This isn't a doctor marching off to war, he's an insurgent with some first aid experience. He's not supposed to be a front line soldier, so he spawns only with a knife, pistol and 12 patches.
Vehicle wise, I think we should still get our party van (I need to know if theres enough support for this before I hunt up a modeler).
Also, as a slightly silly suggestion, how about a technical with two of those 12.7mm MG's attached to each other on one pindle, mounted on the back of a technical? Would be a great mobile AA for the insurgents.
In review:
The "cell leader" kit has an AK47 with UGL. (Not sure if the AK-47 even gets those, the GP25 was made for the AK74) It's got a few explosive grenades, and a smoke hand grenade. It also comes with 3 patches.
Civilians have rocks, bandages (12), binoculars, and a wrench that repairs anything but bridges.
The insurgent kit carries a knife, the oh so grand AK-47, some extra ammo, and two Molotov's.
The ambusher kit has (for some odd reason) the SKS assault carbine, a knife, and a pair of IED's.
The war veteran kit has a knife, an AK-47, F1 frag grenades, and a bandage.
I don't often see members of the Insurgency with the Insurgent kit -- it's ammo carrying ability is largely redundant with all of the ammo caches you're supposed to defend, the Molotov's have little in the way to kill the more commonly encountered infantry, and once you begin to bleed, you will likely die. This is all well and good, and requires a bit of thinking to use effectively, and you get 9999 tickets on Basrah anyways.
Since I play insurgents every chance I get on Basrah (which is always), I rarely ever take the insurgent kit (most likely only take it on accident). Instead, I either take the Cell leader kit (I often lead squads) or the war veteran, as I will survive longer as either one, and protect caches easier.
I'd like to propose the following ideas. Like my ill-fated "Militia Changes" thread, which went on for like 4 pages, all the ideas are independent and are not a large, monolithic change, except if they overlap.
*Cell Leader: If this isn't going to be the "War Veteran" kit, then how about giving it a knife, the AK-47, two F1's, binocluars and three bandages? It has a somewhat conventional layout, but if my Insurgency asset placement idea ever takes favor with our Gods (devs), then it will be set apart by that.
*War Veteran: Keep as is, but to make the insurgent kit more attractive, give this guy a spawn time of 45 + (1(deaths)). This means if you take this kit, it will take you longer to respawn than even the conventional armies (rarer). To compensate, maybe give him something like a Molotov (in addition to his frags) or maybe even some soft body armour; or reduce his deviation to whatever the default is for the conventional forces (or militia, "out of practice").
*Insurgent: No ammo on insurgency maps? Compensate with a 3rd Molotov perhaps.
*Insurgent UGL kit: If the Cell leader configuation above takes someones interest, have the current Cell Leader kit (minus the bandages) become a new pickup kit.
*Ambusher: Drop SKS (as much as it's cool, I doubt they'd issue it if they've got AK's tbh) and gain the AK47. keep the nicely modeled IED's (modify the radius to be smaller? Seems like a big boom for a small package, could be wrong). Also get one larger IED (still remote detonated, but replaces their old "vehicle IED" which was being place held as a mine) In addition, a trip wire IED has never been denied...
Failing that, see below.
*New pick up kit -- Big IED: Pistol(?) and a big IED. It looks like an oil drum or whatever. Blows up with a large bit of force.
*Civilian: Keep binocs, wrench, rocks. Gain back shovel IF assets are coming to the insurgency. Maybe keep 2-3 patches.
*Doctor: This isn't a doctor marching off to war, he's an insurgent with some first aid experience. He's not supposed to be a front line soldier, so he spawns only with a knife, pistol and 12 patches.
Vehicle wise, I think we should still get our party van (I need to know if theres enough support for this before I hunt up a modeler).
Also, as a slightly silly suggestion, how about a technical with two of those 12.7mm MG's attached to each other on one pindle, mounted on the back of a technical? Would be a great mobile AA for the insurgents.