Weapons "Stashes" for insurgents

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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Weapons "Stashes" for insurgents

Post by CanuckCommander »

After playing so much insurgency, I have observed a pattern. One of the easiest ways for BLUFOR to spot INS caches is to observe the origin of a RPG round. This is extremely unfavorable for the INS because there is a dilemma, to shoot RPGs very close to cache due to the ammo supply or walk slightly further away from cache and come back for ammo. The former is what most people actually do in game.

I usually tell people to not shoot RPGs from caches when I am playing INS, but sometimes I can't even help myself from following such a bad habit. It's so damn convenient though when the cache is right next to you, but it gives BLUFOR a "HEY CACHE IS WITHIN 10m OF ME" sign.

What I suggest is a form of deployable assets for the INS. I don't know how realistic this is, but it does make sense to me. I propose that we have a number (3 or 4 maybe) of supplementary weapons caches, call "stashes" perhaps, that are player-placeable be available for deployment for a set distance around the "primary cache" just like conventional armies would have HMGs and sandbags around their FOBs. The purpose of these stashes is to provide ammunition, whether an unlimited or limited amount can be determined through testing, for insurgents to refill their weapons and set up ambush positions in areas CLOSE TO, but not close enough to expose the primary cache itself.

With these stashes, for example, RPG insurgents can spread out among a few locations around the cache and ambush incoming attackers. I think this is realistic because it would makes sense that the INS do not have ALL of their ammo in one spot, but rather some would be transfered and stored in other locations during combat for the convenience of rearming.

Summary:
-Placed by squad leaders (cell leaders)
-Certain distance from cache (max 100m?)
-rearms all weapons for INS (maybe limited ammo, but can be replaced after certain time)
-destroyable (not as tough as cache)

Stash Deployment method 2

This method uses the rally point system rather than deployable assets. I remember in one of the rally betas SL had to rearm rally points from supply crates. Perhaps to simulate SLs relocating some of the ammunition from the primary cache to new locations, coding could be implemented to force him/her to rearm the "rally/stash" from the cache location because it is the only place that has enough ammo to rearm it. One problem is that, coding must also be use to make INS SLs spawn with no ammo for the "stash" weapon.

Few other possible/tentative variables:
-would STASH(es) blow up after cache is destroyed or would need BLUFOR to manually destroy each?
-what would they look like?
-how much ammo would it give.
-etc.


Thanks for reading, I know it's a long post.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Weapons "Stashes" for insurgents

Post by Nimise »

I think that would be interesting to try. Although it would make it a lot harder to find the cache epically if the stash had unlimited ammo. Maybe 5 tickets for killing a stash.
Sgt.ViperMax
Posts: 46
Joined: 2009-01-31 19:55

Re: Weapons "Stashes" for insurgents

Post by Sgt.ViperMax »

Insurgents will have a supply pick-up

https://www.realitymod.com/forum/f10-pr ... o-car.html
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Weapons "Stashes" for insurgents

Post by Solid Knight »

It'd be cool if caches had to be captured and not just blown up. It'd resolve the entire issue of people finding unknown caches and destroying them. I know I've stumbled into caches or hung out in areas where a cache is likely to appear and just wait for it to spawn then destroy it before INS even has a chance to spawn there or set up a defense.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Weapons "Stashes" for insurgents

Post by rushn »

i think they should just have less cashes
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Weapons "Stashes" for insurgents

Post by gazzthompson »

rushn wrote:i think they should just have less cashes
and the logic behind this, is?
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Weapons "Stashes" for insurgents

Post by BloodBane611 »

It's hard enough to win as BLUFOR in the current iteration of insurgency, I don't think making it harder to find ammo caches will make gameplay any better.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Weapons "Stashes" for insurgents

Post by killonsight95 »

gazzthompson wrote:and the logic behind this, is?
well i think with the new ammo truck the chaches will be over whelming
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Weapons "Stashes" for insurgents

Post by rushn »

killonsight95 wrote:well i think with the new ammo truck the chaches will be over whelming
yes i agree because ussually there is only 2-3 cashes being defended while the others are open for grabs
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bad_nade
Support Technician
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Location: Finland

Re: Weapons "Stashes" for insurgents

Post by bad_nade »

CanuckCommander wrote:What I suggest is a form of deployable assets for the INS. I don't know how realistic this is, but it does make sense to me. I propose that we have a number (3 or 4 maybe) of supplementary weapons caches, call "stashes" perhaps, that are player-placeable be available for deployment for a set distance around the "primary cache" just like conventional armies would have HMGs and sandbags around their FOBs.
Deployable weapons cache is re-suggestion, IIRC.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Weapons "Stashes" for insurgents

Post by CodeRedFox »

Well...thats the idea of caches in the first place. Its a cache of weapons that needs to be destroyed or protected. Having the real cache and another cache totally diverts from the whole idea.

My opinion is that rpg's coming from the cache area is exactly what INS is all about. Its about discovering a cache of weapons. Making an "other" cache site doesn't make much sense and would only hurt the INS idea.
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Rissien
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Joined: 2008-11-07 22:40

Re: Weapons "Stashes" for insurgents

Post by Rissien »

Most maps, Coalition have a hard enough time to win anyways with asset losses. Had a round of Ramiel we lost 100 tickets on humvees and infantry alone just on the first cache. Why make it even harder to zone in on the caches?
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anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: Weapons "Stashes" for insurgents

Post by anglomanii »

bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.



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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Weapons "Stashes" for insurgents

Post by Nimise »

anglomanii wrote:bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.
I dont think that would work with all the toys blufor get.
JKJudgeX
Posts: 56
Joined: 2009-05-06 18:02

Re: Weapons "Stashes" for insurgents

Post by JKJudgeX »

I'm not sure why insurgents wouldn't drag out a bunch of rockets and pile them up somewhere more convenient and more disposable... seems like in the real world they take little mortar squads out, make an attack, pack up, and go home quite frequently.

In PR, you can't really pick up a bunch of RPGs because of the spawn rate, you can't really set up a place to resupply away from the cache...etc...

But really what happens is someone team switches or bots in a second account to watch where the caches are on the map anyway. I've watched that happen too many times... I even had a guy join my squad last week and go "there's a cache in C5KP3" so i reply "how do you know?" "I just came from the other team."

Maybe making the actual "caches" capture-points and creating "stashes" as squad leader deploy items would be interesting... I don't know. I want the insurgency side to be a little more involving than the "oh boy this is fun" kind of experience it currently is...

Sapper kit could benefit from more convenient reloads, as well, that rifle is horrid.
Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Re: Weapons "Stashes" for insurgents

Post by Cpt.Kawakowitsch »

JKJudgeX wrote:I'm not sure why insurgents wouldn't drag out a bunch of rockets and pile them up somewhere more convenient and more disposable... seems like in the real world they take little mortar squads out, make an attack, pack up, and go home quite frequently.

In PR, you can't really pick up a bunch of RPGs because of the spawn rate, you can't really set up a place to resupply away from the cache...etc...

But really what happens is someone team switches or bots in a second account to watch where the caches are on the map anyway. I've watched that happen too many times... I even had a guy join my squad last week and go "there's a cache in C5KP3" so i reply "how do you know?" "I just came from the other team."

Maybe making the actual "caches" capture-points and creating "stashes" as squad leader deploy items would be interesting... I don't know. I want the insurgency side to be a little more involving than the "oh boy this is fun" kind of experience it currently is...

Sapper kit could benefit from more convenient reloads, as well, that rifle is horrid.
I couldn't agree more to this post about insurgent gameplay. Bluefor got so many assets, scopes, APC's, IFV's, Artillery, Medics, attack choppers, transport choppers and even MBTs and the SAW - the beloved noobproof lazergun and last, the UAV by which you can easily find a lot of caches just because they are often in ridiculous places far away from being in a realistic hidding place. If you can't manage to get the ten caches with all this stuff you really suck too much and you didn't earn to win plain and simple.
Last edited by Cpt.Kawakowitsch on 2010-01-02 13:32, edited 1 time in total.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Weapons "Stashes" for insurgents

Post by Rissien »

And yet the coalition constantly lose. In fact has once as insurgents we litterally had FOUR saw kits guarding one cache on Ramiel. It was the first known cache and the Americans never took it down.
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Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Re: Weapons "Stashes" for insurgents

Post by Cpt.Kawakowitsch »

'= wrote:H[=ElvishKnight;1223058']And yet the coalition constantly lose.
So be it! Bluefor are getting constantly new toys, if they can't make use of it, their problem. It is completely sane to drag some shells close to your target for the insurgents. And btw. it is also realistic that the Bluefor is losing that often, because IRL the Bluefor can't really win an insurgency.
BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Re: Weapons "Stashes" for insurgents

Post by BlackMagikz »

anglomanii wrote:bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.
+1 the idea , we could have the insurgents have twice maybe three times the amount of tickets the US have. IRL there can be only a certain number of insurgents that are battle ready.
Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Re: Weapons "Stashes" for insurgents

Post by Cpt.Kawakowitsch »

BlackMagikz wrote:+1 the idea , we could have the insurgents have twice maybe three times the amount of tickets the US have. IRL there can be only a certain number of insurgents that are battle ready.
Yeah, right...

A kind of a decent Bluefor-Team should get a K/D of 3/1 or 2/1 pretty easy. So why stop at bringing the tickets back for the insurgents, just give the Bluefor some cruise missles, continuously reloading artillery and maybe one or two squadrons of B52s to mix it up a little and assure the victory for the Bluefor without any effort.
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