Weapons "Stashes" for insurgents
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CanuckCommander
- Posts: 431
- Joined: 2008-03-19 02:25
Weapons "Stashes" for insurgents
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.
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.
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Nimise
- Posts: 189
- Joined: 2009-05-13 18:14
Re: Weapons "Stashes" for insurgents
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.
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Sgt.ViperMax
- Posts: 46
- Joined: 2009-01-31 19:55
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Weapons "Stashes" for insurgents
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.
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Weapons "Stashes" for insurgents
i think they should just have less cashes
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Weapons "Stashes" for insurgents
and the logic behind this, is?rushn wrote:i think they should just have less cashes
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: Weapons "Stashes" for insurgents
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.
[R-CON]creepin - "because on the internet 0=1"
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Weapons "Stashes" for insurgents
well i think with the new ammo truck the chaches will be over whelminggazzthompson wrote:and the logic behind this, is?

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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Weapons "Stashes" for insurgents
yes i agree because ussually there is only 2-3 cashes being defended while the others are open for grabskillonsight95 wrote:well i think with the new ammo truck the chaches will be over whelming
- bad_nade
- Support Technician
- Posts: 1498
- Joined: 2008-04-06 18:26
- Location: Finland
Re: Weapons "Stashes" for insurgents
Deployable weapons cache is re-suggestion, IIRC.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.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Weapons "Stashes" for insurgents
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.
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.

"apcs, like dogs can't look up" - Dr2B Rudd
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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: Weapons "Stashes" for insurgents
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?
MA3-USN Former
クラナド ァフターストーリー
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anglomanii
- Posts: 701
- Joined: 2008-12-20 10:38
Re: Weapons "Stashes" for insurgents
bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.
<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
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Nimise
- Posts: 189
- Joined: 2009-05-13 18:14
Re: Weapons "Stashes" for insurgents
I dont think that would work with all the toys blufor get.anglomanii wrote:bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.
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JKJudgeX
- Posts: 56
- Joined: 2009-05-06 18:02
Re: Weapons "Stashes" for insurgents
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.
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.
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Cpt.Kawakowitsch
- Posts: 261
- Joined: 2007-06-02 10:09
Re: Weapons "Stashes" for insurgents
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.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.
Last edited by Cpt.Kawakowitsch on 2010-01-02 13:32, edited 1 time in total.
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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: Weapons "Stashes" for insurgents
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.
MA3-USN Former
クラナド ァフターストーリー
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Cpt.Kawakowitsch
- Posts: 261
- Joined: 2007-06-02 10:09
Re: Weapons "Stashes" for insurgents
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.'= wrote:H[=ElvishKnight;1223058']And yet the coalition constantly lose.
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BlackMagikz
- Posts: 219
- Joined: 2006-12-02 04:56
Re: Weapons "Stashes" for insurgents
+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.anglomanii wrote:bring back tckets for insurgents, its not like they have an unlimeted number of jihadi's IRL.
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Cpt.Kawakowitsch
- Posts: 261
- Joined: 2007-06-02 10:09
Re: Weapons "Stashes" for insurgents
Yeah, right...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.
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.

