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Rally and Insurgency mode

Posted: 2009-05-05 22:31
by Human_001
Once BLUFOR put down rally near cache they can come in continuous stream. It's a real killer.

Rally is so easy to set it up unlike hideout, never needs building, no dusts going up when placing, and has low profile.

Even if Insugent players succeed clearing areas around cache of BLUFOR players, 30 seconds later they pop up again from every corner of building and street like Insurgents.

We definitely have to rethink this balance to be more realistic.

Re: Rally and Insurgency mode

Posted: 2009-05-05 23:01
by bloodthirsty_viking
dude.. if your saying what i think your saying.. the rally is made for the single squad to fight from, and you can nolonger request any wepons from it.... the firebase needs building so the whole team works togeather.
ins have the advantage of defence, and setting up ambushes, while coallition forces must assult a target.

i dont see how it needs to be reworked at all, other then my sugg that was shot down.. but still, if they keep comming, they keep dieing, and lose more tickets.


ive seen wars where the coallition lose over 50 tickets trying to take one cach... its all about defence, not rally points.

Re: Rally and Insurgency mode

Posted: 2009-05-06 10:25
by Ace42
Jonny wrote:Doesn't the cell leader have a shovel?
Not sure, I've had to get an INS team-mate to build up a hideout that I've placed as a SL before - but I may have been using Civ kit at the time.

Re: Rally and Insurgency mode

Posted: 2009-05-06 10:54
by henriksive
iirc the cell leader got a shovel.

Re: Rally and Insurgency mode

Posted: 2009-05-06 11:32
by Smegburt_funkledink
Human_001 wrote:Once BLUFOR put down rally near cache they can come in continuous stream. It's a real killer.
As it should be.
Human_001 wrote:Rally is so easy to set it up unlike hideout, never needs building, no dusts going up when placing, and has low profile.
But rallys are extremely easy to wipe out if your cell is walking near it.
Human_001 wrote:Even if Insugent players succeed clearing areas around cache of BLUFOR players, 30 seconds later they pop up again from every corner of building and street like Insurgents.
IIRC, it takes at least 2 minutes to reset a rally.
Human_001 wrote:We definitely have to rethink this balance to be more realistic.
I disagree.

Re: Rally and Insurgency mode

Posted: 2009-05-06 11:38
by Tartantyco
1. If the BLUFOR come in droves they die in droves, this means they lose tickets. This is not a problem, it's an opportunity.

2. A hideout requires a dude with a Cell Leader kit(Yes, it does have a shovel) and then after 30 sec or whatever the entire team can spawn on it.

3. Your idea of how INS mode works is flawed. The INS aren't supposed to be able to lock down an area, they're a poorly equipped mobile force that rely on guerrilla warfare to accomplish their objectives. Thinking that you'll be able to effectively defend caches for an entire round is simply unrealistic, your objective is to bleed the BLUFOR of tickets before they take out the last cache.

Re: Rally and Insurgency mode

Posted: 2009-05-06 13:30
by Leeu
[R-COM]Tartantyco wrote:1. If the BLUFOR come in droves they die in droves, this means they lose tickets. This is not a problem, it's an opportunity.

2. A hideout requires a dude with a Cell Leader kit(Yes, it does have a shovel) and then after 30 sec or whatever the entire team can spawn on it.

3. Your idea of how INS mode works is flawed. The INS aren't supposed to be able to lock down an area, they're a poorly equipped mobile force that rely on guerrilla warfare to accomplish their objectives. Thinking that you'll be able to effectively defend caches for an entire round is simply unrealistic, your objective is to bleed the BLUFOR of tickets before they take out the last cache.
Agree 100%.

I've been playing only insurgent on INS servers for the last 8 weeks and insurgents have it great, we lose nothing by dying, a single SL can put up hideouts all over the map (if a noob commander doesn't fk things up)... the list goes on and on.

Only problem with INS mode is BLUFOR killing unrevealed caches - discovered through ghosting etc.

Hence my main suggestion for INS game mode is to give an outrageous ticket penalty for killing any unrevealed caches (with that goes a map design requirement to have no unrevealed caches spawn near revealed caches thereby causing a mishap with said ticket penalty).

Re: Rally and Insurgency mode

Posted: 2009-05-06 13:53
by bad_nade
Leeu wrote:Only problem with INS mode is BLUFOR killing unrevealed caches - discovered through ghosting etc.

Hence my main suggestion for INS game mode is to give an outrageous ticket penalty for killing any unrevealed caches
Searching for unrevealed caches is essential part of the game mode. Period. It's not that hard to find them, especially if there is several ppl in/on the same building with kits that are only available at caches (rpg/pkm/al-quds) and there is mines & ieds placed all over. But even without those hints it's possible to find a cache just by going thru well-known locations over and over again (very effective strategy in Karbala if you have armed humee).

For example, yesterday I was on TBA running Basrah and me & my friend were Brits. At one point we noticed rpg rockets being shot towards VCP from the fields near village. We counted total of eight (8!) rpg shots that all were coming from the same small area with no cache marker. After short stalk we saw couple of guys running into a small compound and coming back with their ammo supplies replenished. So we shot those guys from a safe distance, went into said compound and not-so-surprisingly we found one unmarked cache there.

Re: Rally and Insurgency mode

Posted: 2009-05-06 14:06
by Rudd
letting ins use Rallies and Blufor not, would be a positive gameplay change imo. Force blufor to stick together, go NOT LEAVE A MAN BEHIND!

Re: Rally and Insurgency mode

Posted: 2009-05-06 14:10
by hiberNative
this is why people build firebases on caches. insurgents can't spawn on their own cache when it turns gray, but coalition forces can build a rally as close as they want and attack like lemmings until all resistance is dead and the cache is down.

Re: Rally and Insurgency mode

Posted: 2009-05-06 14:16
by JuniperM40
hiberNative wrote:this is why people build firebases on caches. insurgents can't spawn on their own cache when it turns gray, but coalition forces can build a rally as close as they want and attack like lemmings until all resistance is dead and the cache is down.
Valid tatic.

BTW, the OP mentioned Rally Points. Remember, that the INSURG can easily over-run a rally (getting close will prevent spawning, known as "supression"), plus getting 3+ more people within 50m will make the RP self-destruct.

Its somewhat in the INSURG's favour for the BLUFOR to have an RP closeby, and KNOW WHERE IT IS - thus setting up a nice kill-zone around it - and costing the BLUFOR a ton-o-tickets.

Again, INSURGENCY is all about ticket management (for both the BLUFOR and the INSURG sides). If the INSURG can cost the BLUFOR 40 tickets for each cache they get, the net result is -30 tickets. Do that 8 times, and that's -240 tickets for the BLUFOR, which will equal failure for the Coalition forces in any Insurgency game.

- JM40.

Re: Rally and Insurgency mode

Posted: 2009-05-06 15:35
by Tartantyco
Dr2B Rudd wrote:letting ins use Rallies and Blufor not, would be a positive gameplay change imo. Force blufor to stick together, go NOT LEAVE A MAN BEHIND!
-Are you drunk or did someone hack your account?

Re: Rally and Insurgency mode

Posted: 2009-05-06 16:18
by Demonic
The Insurgents already got automaticly rally points all over the map, some that are perm others that appear when a cache pops up. All you have to do is spawn with your squad at a cache not yet on NATO's intel and find someplace close to build a firebase. If you got two near by. It's always best to have one inbetween.

Than just grab the weapons off the cache and setup a defense. Once your teammates are done protecting another cache via died and enemy destroyed it. They should spawn at the FB and help you defend the cache.

If you got enemies constantly swarming you, it's not a problem of not having enough firebases or rallies or spawns. It's a matter of teamwork. Any insurgent team could easily defend off a cache for along time if they are good enough as players and as a team and there should be atleast a couple of players smart enough to know the enemy has a rally someplace and setup a hunt team to take it down before they overwhelm you.

If you got a cache in a compound. I find it best to grab all non MG added vehicles and setup your own blockaid at the entrance. Stopping or slowing down humvee fast raids. It also slows down infantry as they got to jump over them and as they do there weapons aren't drawn and they are easy targets. As for gaps in the compound. Setup gernade traps. Hopefully your team aren't idiots and won't just mindlessly walk into them so that should cover your defense.

It's all about the players, squads and team on the insurgency side. Not the assets belonging to them. If the US soldiers could all easily setup rallys and use them to overwhelm you. Your team should be-able to use the same idea and keep the defense strong.

Re: Rally and Insurgency mode

Posted: 2009-05-06 16:23
by Rudd
[R-COM]Tartantyco wrote:-Are you drunk or did someone hack your account?
What do we want in insurgency?

for me its superior numbers against superior tech.

Having no tickets for ins is one thing, but giving rallies to ins would mean they would seemingly zombie zerg locations, whereas the Bluefor teams have to manouvre to stay alive, to extract, insert fast, use superior tech to keep the enemy suppressed.

Sometimes atm it becomes a simple head on stalemate, and I'd rather the blufor were expected to be more careful :P

Re: Rally and Insurgency mode

Posted: 2009-05-06 16:27
by General_J0k3r
i think the taliban show how insurgents can be. i don't really like playing insurgents but taliban is big fun due to the rally factor and requestable kits.

Re: Rally and Insurgency mode

Posted: 2009-05-06 21:22
by Vege
talibans are really overpowered imho atm.

Re: Rally and Insurgency mode

Posted: 2009-05-06 21:48
by DankE_SPB
Vege wrote:talibans are really overpowered imho atm.
in what situation? at CQB? yes, and its supposed to be, cause they have AKs on full auto :razz:
on long range? no, cause BLUFOR has at least optic sights, if they are lucky, they have APC/tank/air support

Re: Rally and Insurgency mode

Posted: 2009-05-06 22:50
by Leeu
clueless_noob wrote:Searching for unrevealed caches is essential part of the game mode. Period. It's not that hard to find them, especially if there is several ppl in/on the same building with kits that are only available at caches (rpg/pkm/al-quds) and there is mines & ieds placed all over. But even without those hints it's possible to find a cache just by going thru well-known locations over and over again (very effective strategy in Karbala if you have armed humee).

For example, yesterday I was on TBA running Basrah and me & my friend were Brits. At one point we noticed rpg rockets being shot towards VCP from the fields near village. We counted total of eight (8!) rpg shots that all were coming from the same small area with no cache marker. After short stalk we saw couple of guys running into a small compound and coming back with their ammo supplies replenished. So we shot those guys from a safe distance, went into said compound and not-so-surprisingly we found one unmarked cache there.
Congratulations little one... you were so excited to babbel on, you completely missed the key idea, which still is: BLUFORs either teamswap / use Vent/TS to locate unrevealed caches and then take them out..... hardly an essential part of insurgency game mode. Period.

Re: Rally and Insurgency mode

Posted: 2009-05-07 00:25
by lucky14
Don't punish the ones that don't cheat Leeu. I know I forget where the cache was when I swap...just make ghosting officially against the rules or play on that servers that allow no ghosting.