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Blufor-Kits on Insurgency
Posted: 2009-07-12 10:12
by RedWater
Hey
I want to suggest that we rework the Blufor-Kit system a little in Insurgeny-Gamemode.
I somewhere read ( I think it was in the Sangin-thread ) that its possible to deaktivate kits .
I think the H-AT and the AA kits should be disabled for the Blufor. If ever one is used its cause of smacktards to grief, or even worse, if friends are on both sides, they request H-AT and give it to the Inurgents. The Insurgents are strong enough already with unlimited source of explosives, they should not even have a chance of getting the toys of the BLUFOR.
Again something from the Sangin-thread. My knowledge goes so far that theres no AA on that map. So there shouldnt be ANY possibiliby to get a AA the way described above.
So I think, if this will happen, that we give teh BLUFOR a higher amount of Combat-engineers since they are a crucial part to remove mines. I think its terrible underused ATM. If we give more Combat-engies with the ability to remove mines (and maybe make IEDs "wrechnable" too? ) its would be a very important part of the game.
Hope this will improve Insurgency a little bit.
Red
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 10:19
by thecoolj85
+1...........
Edit: User was warned for "Useless/Unhelpful Post Content". Please add a bit more content when posting.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 10:23
by Brummy
I very much agree with this suggestion, although I'm not sure whether H-AT should be removed, Engi should be definitely more available on Insurgency, and AA is just an infantry killer

Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 10:27
by RedWater
Well, H-AT is sometimes aswell used to Mainbased-defense. But to legitimate the more Combat-engies I think it should go.
Aswell as the AA. To me it seems that the AA-Splah goes to every static in the game. I saw it many times on Archer when someone in a Huey with a AA fires in the Village and kill a cache randomly cuz the splash kills everybody and everything in a 50m range
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 11:01
by Expendable Grunt
Good idea. I'd like to see AA disabled and HAT turned into a LAT kit with a high-yield area explosive (that anti infantry LAT type I've seen discussed here before). It would make assaulting insurgent held positions much easier.
M.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 11:20
by QCRulzz
+1 mate.
IED along the road + 3 HATs overwatching the main entrance... Yeahhhh sure.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 12:07
by WilsonPL
im not sure about HAT. In rl British and US forces in afghanistan are using the javelin. Maybe just left one HAT kit for entire team. In good hands HAT is used effectively.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 12:52
by Qaiex
Yes but in real life the javelin can cause some serious damage to buildings and caves collapsing them ontop of the insurgents.
Since insurgents or taliban don't have aircraft or heavy armour there is no use for AA or HAT kits.
Combat engineers could be made more useful by packaging the C4 into smaller peices with less of a boom.
That way they could have 10 small bits to blow up walls, doors, gates, etc. to make passages for infantry.
Because if you expect hostiles on the other side a bang might be more useful than roping one by one over a wall into a corner with your weapons down and no cover.
Plus, it makes paths for HMMWV's and APC's.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 15:30
by charliegrs
I say keep the HAT. The debate about whether it should be in insurgency maps or not has been going on forever but the simple fact is but like WilsonPL said javelins are used in real life in Afghanistan and Iraq so theres no reason for it to be removed from insurgency maps.
Is there any way to disable the HAT when an insurgent picks it up? It requires a lot of training to use one of those, I doubt in real life an insurgent could just pick up a javelin and be able to use it.
As for AA, yeah that should be replaced with something or removed in insurgency.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 18:13
by burghUK
AA kits are very effective anti - infantry weapons. As for hat kits , they are useful for removing infantry from buildings. I say keep them.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 19:08
by RedWater
Have you ever seen a Soldier firing a Stinger in goddamn village to kill infantry or the real-life counterpart of the "weapon-cache"? If they are really doing this in real-life show me a vid or pics pls!
I dont think that this is realistic in any way. Exspecially since the AA-missile seems to me like the most lethal in the whole game it should not be used as an anti-infantry weapon
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 19:19
by llPANCHOll
charliegrs wrote:
Is there any way to disable the HAT when an insurgent picks it up? It requires a lot of training to use one of those, I doubt in real life an insurgent could just pick up a javelin and be able to use it.
As for AA, yeah that should be replaced with something or removed in insurgency.
Agreed!
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 20:17
by Spartan0189
Good request, But, I don't think anyone /really/ picks up HAT and AT kits, They both are very lethal, But I see no real reason why to remove them..
But they do settle good against Big Red, and clearing buildings.. Otherwise, Nothing else on Insurgency..
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 20:55
by McBumLuv
Not really needed, but OK. Taking away the MANPAD would probably not really affect gameplay at all, since it's a useless kit anyways in insurgency, especially with their blast reduced from the JDAM explosion of 0.85
HAT should
not be removed/disabled because it's a useful tool, though misused by a few lonewolves (Rudd can act as a witness to when we caught a lone HAT off guard on two separate occasions

), but especially on maps like Archer, HAT kits are very useful for long range support, with their use as such being realistic as well.
I don't think Scot's comment on "If you make a game with retards in mind, the game will become retarded" can ever be underused, and it pretty much sums up the so-called "need" to get rid of the HAT kit. Just because you've got a few fail players on the team doesn't mean it's reason to affect the entire game.
I don't think AA kits are used in insurgencies, though, but I have no information/sources to back that up, so if anyone could find some that'd be great.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 22:07
by Cheditor
I like this idea, but to an extent, AA is just wasted and on Archer or Karbala just gives more good toys for the insurgents. The HAT has no use unless you can get a inf killer variant of the SRAW than a AT.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 22:14
by jbgeezer
crAck_sh0t wrote:AA kits are very effective anti - infantry weapons. As for hat kits , they are useful for removing infantry from buildings. I say keep them.
Yeah I aimed for a helo that landed on kashan, I missed but killed the entire squad instead

Re: Blufor-Kits on Insurgency
Posted: 2009-07-12 22:25
by McBumLuv
[R-COM]Cheditor wrote:I like this idea, but to an extent, AA is just wasted and on Archer or Karbala just gives more good toys for the insurgents. The HAT has no use unless you can get a inf killer variant of the SRAW than a AT.
I agree that the AA kit has no real use, but the HAT certainly does.
My favourite fire fights are actually those at long range, in which case taking out enemy assets at longer ranges (Technicals/Big reds), or suppressing/destroying enemy defenses (If they're in a building) are all excellent contexts for the use of HAT kits.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-13 00:45
by badmojo420
Without a HAT kit, how are infantry squads going to take out a technical at long range? Or an exposed cache.
Re: Blufor-Kits on Insurgency
Posted: 2009-07-13 05:54
by Qaiex
AT4?...
Re: Blufor-Kits on Insurgency
Posted: 2009-07-13 05:54
by Psyko
players get scolded if they take the HAT out. Its either missused, or abused. the risks outweigh the weapon's usefullness. and because of that average to noobie players shouldnt really use iti'll agree. still keep it in case big red comes into the base on al basrah
the Anti Air launcher has no place in insurgency, it takes up a spot, and kinda looks untidy. i would take it off just for tidyness alone. but theres no
unbalance in taking it away to
rebalance! so why replace it with somthing else? It may be interesting to give Blufor somthing in exchange, but only somthing useful and circumstancial. like an improved engineer or somthing. or extra engineer kits in rotation. some good ideas from the posters in this thread.