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AT Weapons for insurgents

Posted: 2010-03-18 07:48
by SGT.Ice
Thou shalt not flame the awesomeness of what is to come.

So although there'd probably be too many I think we should be able to have RPGs as a default kit, and I dont think there should really be a difference between LAT/HAT on insurgent, it's an RPG none the less.
But I think they should be default kits like a rifleman as a limited kit(Don't go flip on me now.)
Few Limited kits in the selection screen for the insurgent teams, such as like 4 - 8 XD maybe total and it can be 1 per squad.

Re: AT Weapons for insurgents

Posted: 2010-03-18 07:52
by AgentMongoose
Could lead to rpg farming. Current system is fine with me.

Re: AT Weapons for insurgents

Posted: 2010-03-18 08:03
by SGT.Ice
That's true. I kind of thought about that but just my opinion RPG's seem pretty wide spread in iraq.
And there's not always enough to take out a tank or some other armor. Biggest problem with the current system I Have is how long it takes to get another one after you lose em, especially with how the kits last 5 minutes and then you need to wait for it to dissapear and about another 10. Sometimes it comes down to the critical moments where you need an RPG and don't have one. OR you just wanna blow up some IDF or something on Gaza.

Re: AT Weapons for insurgents

Posted: 2010-03-18 08:18
by dtacs
What is your reasoning behind this? All you are saying is that you'd like them as a spawn kit.

Why?
I kind of thought about that but just my opinion RPG's seem pretty wide spread in iraq.
You love suggestions but you don't source them. Continue this and you'll find yourself between a rock and a hard place.

Re: AT Weapons for insurgents

Posted: 2010-03-18 10:27
by gazzthompson
They are pretty common in game as well currently, 2(?) at each cache and like 4(?) at main based? thats a possible 6(?) in the field at one time?

Re: AT Weapons for insurgents

Posted: 2010-03-18 10:45
by Bellator
I think that the RPG kit needs a little enhancement, especially now that the insurgency has become a lot more difficult for the insurgents (only 7 caches and so forth). The Iraqi insurgent RPG kit could use a self-defense weapon so that more people would feel safer taking the kit. (My suggestion is that since there is two RPG kits on the cache, one of them would have aks-74u while the other has a shotgun. :) ) Now it seems that the RPGs are either unused, lying on the cache, or they're used VERY close to the cache, thus exposing it all too frequently. Giving the RPG kit a self-def weapon would encourage people to leave the cache for better locations.

As for the number of RPGs available -- 6 -- I think its enough. It could be somewhat more on some maps, little less on some others. But I disagree with the thread starters proposal.

Re: AT Weapons for insurgents

Posted: 2010-03-18 10:54
by hiberNative
too many rpgs as it it. i do however think they are a bit too weak. i've shot BDRMs with one and just watch them drive away. pretty sure i've had similar experiences with humvees too.

once i shot a militia jeep with a russian tandem and it didn't take damage cause i hit the machine-gun. gunner died, though...

Re: AT Weapons for insurgents

Posted: 2010-03-18 10:55
by Bellator
i do however think they are a bit too weak. i've shot BDRMs with one and just watch them drive away
They are reasonably powerful. The Israeli cardboard APCs, for example, are just fun to blow up. Humvees certainly go down from my experience, although I remember once that the crew managed to get out.

Re: AT Weapons for insurgents

Posted: 2010-03-18 13:54
by snooggums
gazzthompson wrote:They are pretty common in game as well currently, 2(?) at each cache and like 4(?) at main based? thats a possible 6(?) in the field at one time?
That is 8 at round start with 4 at main and two and each of the two starting caches, and if by some magical stroke of luck it would be possible to have 20 once 6 caches are destroyed.
4 main
2 cache 1
2 cache 2
2 cache 3
2 cache 4
2 cache 5
2 cache 6
2 cache 7
2 cache 8 (the spare that doesn't need to be destroyed)

Of course Insurgents also get unlimited IED/mine kits, one artillery IED (or more in the future) RKGs in basic kits...

And BluFor only has a few pieces of armor and some light vehicles. The Insurgents have plenty of AT already.

Re: AT Weapons for insurgents

Posted: 2010-03-18 17:57
by ComradeHX
Insurgents are fine with the number of RPG.

I am not sure how many rounds of RPG it will take to kill a MBT though...

But spawn kits have RKG(dual purpose, for armor or suicide room clearing).

Re: AT Weapons for insurgents

Posted: 2010-03-18 18:36
by Dev1200
I don't think AT weapons should be handed out "realisticly", but they should be more controlled for gameplay wise.


It takes about 2-3 good hits to kill a bradley with the insurgent RPG. If you bunch 2 RPG's in one area, thats doom for the bradley. If you add that to the regular kit, thats just 1 more RPG per squad. There's no point to have anti-tank weapons as a spawnable kit. Too much spam.


@ComradeHX, It takes about 20 RKG's to kill an IDF .50cal apc. It only takes 2 or 3 to kill a humvee.

Re: AT Weapons for insurgents

Posted: 2010-03-18 20:44
by ComradeHX
Dev1200 wrote: @ComradeHX, It takes about 20 RKG's to kill an IDF .50cal apc. It only takes 2 or 3 to kill a humvee.
I like this.

Imagine 20 insurgents rushing toward APC, then blow up with their RKG in hand next to the APC.

Re: AT Weapons for insurgents

Posted: 2010-03-18 21:03
by rushn
I feel like the normal RPG7 does not have enough frag in it to kill a person unless you hit that person dead on

there are about 5 diffrent RPG7 warheads which on is roughly used for normall RPG7?

Re: AT Weapons for insurgents

Posted: 2010-03-19 13:19
by Arnoldio
Yes there is 4 at main, 2x2 at the revealed caches...

thats 8 RPGs on field, count in that every one of them has 3? rockets, thats 24 rockets, so i believe its fine...

Yeah i failed :D

Re: AT Weapons for insurgents

Posted: 2010-03-19 16:28
by myles
this is a ressugestion totally not awsome lol

Re: AT Weapons for insurgents

Posted: 2010-03-19 21:04
by BloodBane611
This thread has some really bad math so far.

3 rockets x 8 kits on the field = 24 RPG rounds on the field at any given moment. That's 24 rockets to defend 2 caches. I think it's plenty.

Re: AT Weapons for insurgents

Posted: 2010-03-20 07:16
by USMCMIDN
Bellator wrote:I think that the RPG kit needs a little enhancement, especially now that the insurgency has become a lot more difficult for the insurgents (only 7 caches and so forth). The Iraqi insurgent RPG kit could use a self-defense weapon so that more people would feel safer taking the kit. (My suggestion is that since there is two RPG kits on the cache, one of them would have aks-74u while the other has a shotgun. :) ) Now it seems that the RPGs are either unused, lying on the cache, or they're used VERY close to the cache, thus exposing it all too frequently. Giving the RPG kit a self-def weapon would encourage people to leave the cache for better locations.

As for the number of RPGs available -- 6 -- I think its enough. It could be somewhat more on some maps, little less on some others. But I disagree with the thread starters proposal.
IRL a RPG operator usually does not have another weapon... Even in modern armies such as Russia we see that a RPG operator does not carry another weapon and solely the RPG. Believe it or not the RPG is heavy and awkward to carry. I disagree with the devs putting weapons with RPGs and wat not but o well I dont make the game just play it lol
rushn wrote: I feel like the normal RPG7 does not have enough frag in it to kill a person unless you hit that person dead on
IRL the RPG does not have much splash. Well if it is HEAT... Which mostly are... now if you get a fragmentation RPG rocket than yes there should be a 10 meter splash. But think of it like this... You have a RPG that is meant to penetrate armor so it is not going to splash as much as a grenade because it needs to penetrate the armor with effectiveness and not just hit the armor and go boom. To my knowledge most RPGs are HEAT so it should not get that much of a lethal radius in the game.

Re: AT Weapons for insurgents

Posted: 2010-03-20 09:02
by DankE_SPB
USMCMIDN wrote:IRL a RPG operator usually does not have another weapon... Even in modern armies such as Russia we see that a RPG operator does not carry another weapon and solely the RPG. Believe it or not the RPG is heavy and awkward to carry.
care to source that?
because from my knowledge, since the afgan war every RPG gunner was carrying usual AK. We discussed this with Eddie_Baker in other thread, officially, i.e. in 1979 RPG gunner in air assault company was armed with PM(which is already another weapon), later war proved this concept ineffective(there is even a joke, that PM is useful only to finish yourself) and they were armed with AKs

as of now, even crews of HMGs(NSV, Kord) and AGL(AGS) carry ak-74M at training, so i cant see why RPG gunner in war zone wouldn't carry AK unless he is going to suicide or be useless 90% of the time

Re: AT Weapons for insurgents

Posted: 2010-03-20 15:45
by Bellator
IRL a RPG operator usually does not have another weapon
The RPG7 weights about 7 kg, which is hardly overwhelming. Heaviest rounds for it weight 4.5 kg, lighter ones weight about half of that.

So, carrying an RPG and, 2-3 (lighter) rounds is 25 kg if I understand correctly.

I think you could carry an assault rife while you carry RPG, but you'd just have to sacrifice part of your rations and stuff like that.

Re: AT Weapons for insurgents

Posted: 2010-03-20 23:07
by SGT.Ice
Not when your hamas and kits don't spawn on caches. I wasn't just talking about the insurgent team.

http://guns.wikia.com/wiki/RPG-7

And yes some of them do carry an AK just depends on who.