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equipment for insurgents

Posted: 2008-05-19 04:34
by jubasniper00
hi, i have played this mod for some time now, and as we all know, insurgents suck... i think insurgents should have more snipers, the svd dragunov is a must. Insurgents should have mortairs too, and one thing that i think everyone would agree on, is that insurgents should have a suicide class, not only on jihad cars, but a class that can detonate themselves on an enemy position without the need of being in a car. Or, maybe insurgents should be able to attach ieds to civilians and detonate them on an enemy position. Oh also, i think the brits need a little more work on the characters, other than that its all good.

if someone haves an idea, you are free to comment...

Re: equipment for insurgents

Posted: 2008-05-19 04:49
by Outlawz7
Ambusher is already a suicide class, just run in, throw IEDs and blow yourself up.

They removed SVDs for some reason in 0.75.

Mortars were worked on for all factions, but no idea if we'll ever see them.

Re: equipment for insurgents

Posted: 2008-05-19 05:06
by Cyrax-Sektor
I heard SVDs are making a comeback in .8, as the MEC are getting a true G3 marksman rifle. It's not possible to stick stuff on people yet (maybe a different collision mesh could allow it in theory).

Mortars, do Insurgents use mortars? They still need some fine-tuning as well.

Re: equipment for insurgents

Posted: 2008-05-19 06:32
by PrivateJson
Cyrax-Sektor wrote:Mortars, do Insurgents use mortars? They still need some fine-tuning as well.
Yes they do.

YouTube - A terrorist using mortar rounds to bomb our troops

regards,
Steen

Re: equipment for insurgents

Posted: 2008-05-19 06:40
by Proff3ssorXman
This is probably mentioned somewhere else (forgive me if it is) but here it goes anyway.

I think the Insurgents should get 4 RPG rockets. There is 3 spares on their back already so it would sort that out. Its annoying the amount of times a spare rocket or two would help, when you have destroyed, say, a Scimitar and you are going back for ammo and you meet a Land Rover. 1 shot is all you need.

Re: equipment for insurgents

Posted: 2008-05-19 10:09
by LtSoucy
SVD:Removed in 0.75
Mortars:Are still WIP I think, you will need a DEV to answer that for sure.
Suicide Class:Already suggested. And as outlaw said. And sticking things on people is hardcoded in the BF2 engine.

Re: equipment for insurgents

Posted: 2008-05-19 18:20
by Drakenberg
LtSoucy wrote:SVD:Removed in 0.75
Mortars:Are still WIP I think, you will need a DEV to answer that for sure.
Suicide Class:Already suggested. And as outlaw said. And sticking things on people is hardcoded in the BF2 engine.

Why is that hardcoded if vbf2 allready had it?

In the beginning you could stick c4 onto friendly, and enemy players... And yes they took that way, but i have my own tactic that ends up with the same results :)

Re: equipment for insurgents

Posted: 2008-05-19 18:31
by Psyko
i like the current sniper rifle. its quite good, but i find that enemys are just SLIGHTLY outside of my reach when using it. It sometimes hurts my eyes when using it because im aiming for a brown pixel which i think might be a head. but it kills very easily when you have a good aim. personally i would zoom it in just a tiny bit.

Re: equipment for insurgents

Posted: 2008-05-19 18:37
by Cyrax-Sektor
Drakenberg wrote:Why is that hardcoded if vbf2 allready had it?

In the beginning you could stick c4 onto friendly, and enemy players... And yes they took that way, but i have my own tactic that ends up with the same results :)
Are you serious? C4 could stick to infantry? If we could take a peek at the original files back in the day . . .

Posted: 2008-05-19 18:49
by gclark03
It seems that a revision of the whole Insurgency concept is due. The first part, and the most difficult one, is forcing every Insurgent to spawn as a Civilian by removing every other spawn kit from the menu. The second step would be placing every Insurgent weapon into the Quartermaster system (for example, limited Sniper, Marksman, AA, Grenade Launcher kits and unlimited War Vet, Insurgent, and Ambusher kits).

However, instead of requesting a specific kit, could the kit that's requested using the QM button be randomized, while still ensuring that no more than a specific number of limited kits are distributed?

If necessary, we could probably limit every armed kit, so that somebody sticks with the Civilian kit. One of the challenges I can foresee is the idea of preventing Civilians from manning MGs or picking up armed kits while remaining practically immortal. Can we modify the base Civilian kit in such a way that picking up another kit or entering a stationary weapon removes the penalty for killing that Civilian?

From here, I can relate to the topic again: we would be able to add far more kits than any spawn screen or even Quartermaster select menu could allow, such as kits with G3s, M16s, FN FALs, scoped AKs, and anything else we care to add.

Re: equipment for insurgents

Posted: 2008-05-19 19:27
by [uBp]Irish
Ghost1800 wrote:Forget the quartermaster system, just let the insurgents choose to spawn as a civilian or a guy with an AK with 2 or 3 spare mags. If they want to use a better weapon they can go to a weapons cache to pick it up.
qft. i hate the idea of spawning as a civi and then having to pick your kit and laddy da... just make it easy and keep it the way it is.

Re: equipment for insurgents

Posted: 2008-05-20 13:32
by jubasniper00
Proff3ssorXman wrote:This is probably mentioned somewhere else (forgive me if it is) but here it goes anyway.

I think the Insurgents should get 4 RPG rockets. There is 3 spares on their back already so it would sort that out. Its annoying the amount of times a spare rocket or two would help, when you have destroyed, say, a Scimitar and you are going back for ammo and you meet a Land Rover. 1 shot is all you need.
yeah dude i hear you on that. theres a reason why this is called project reality uh?, a normal person can carry lots of rpg rockets on their backs, theyre not heavy. insurgents should carry 4 or 5 rockets.

Talking about other things, i think the devs should add the capability of deploying caches. Lets say a squad leader (insurgent) could order the team to build a cache, the same way a brit squad leader can build a rally point. these caches should not count if destroyed by the enemy though. Of course they should b limited and should not interfere with the objective of the game wich is to destroy the 9 main caches.

oh and we need at least 2 svds in the map and maybe the brits could use an attack helicopter, but then well need stingers. :mrgreen:

Re: equipment for insurgents

Posted: 2008-05-20 23:53
by Defiyur
Yeah put in (or back in) the dragonuv, morters absolutely if possible, insurgents use those all the time. I'd like to see more varied AKs like "war veteran" gets a slightly different model AK than "insurgent" etc. Like the type with the foregrip or metal type stock etc. Maybe do something cool with the SKS like make 1 limited pickup kit with a low magnification scope on it. The molotovs are cool but I'm not sure if those are really used by militia/insurgents and if they actually can destroy APCs & tanks. Also the rpg-7 I know there are all kinds of different rounds for that now.

Re: equipment for insurgents

Posted: 2008-05-21 00:16
by GR34
Cyrax-Sektor wrote:I heard SVDs are making a comeback in .8, as the MEC are getting a true G3 marksman rifle. It's not possible to stick stuff on people yet (maybe a different collision mesh could allow it in theory).

Mortars, do Insurgents use mortars? They still need some fine-tuning as well.
Really? They are Getting the S/G-3 or w/e it is. I was going to suggest that.


I would also Like to see An RPG-7 with a scope like in .5 but make it very very RARE like onle spawn on one rally once an entire round or at mosque twice an entire round

Re: equipment for insurgents

Posted: 2008-05-21 00:28
by Viper5
You could do suicide class if they wanted to. Basically would be a model that looks like a trigger. The actual weapon would be a modified grenade, bigger blast range and an instant fuse.