Insurgency Weapons

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Iceberg
Posts: 63
Joined: 2010-04-01 13:23

Insurgency Weapons

Post by Iceberg »

Hi
How about changing insurgency so that as weapon caches are destroyed, the insurgents lose access to some classes. It would work something like this:
1st cache destroyed-no changes
2nd cache destroyed-no changes
3rd cache destroyed-no cell leader
4th cache destroyed-no changes
5th cache destroyed-no more insurgents with RKG3, and no more spawning RPG, PKM and RPK kits
6th cache destroyed-no more shotgun insurgent
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Insurgency Weapons

Post by Smegburt_funkledink »

I don't like this idea, especially "3rd cache destroyed-no cell leader". Do you have any idea how much this will hinder the Insurgents?

What is the reason behind this idea?
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Insurgency Weapons

Post by iwillkillyouhun »

Iceberg wrote:Hi
How about changing insurgency so that as weapon caches are destroyed, the insurgents lose access to some classes. It would work something like this:
1st cache destroyed-no changes
2nd cache destroyed-no changes
3rd cache destroyed-no cell leader
4th cache destroyed-no changes
5th cache destroyed-no more insurgents with RKG3, and no more spawning RPG, PKM and RPK kits
6th cache destroyed-no more shotgun insurgent
NO CELL leader/?? really then who is going to place toilets then ?? (toilets=FOB)
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anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: Insurgency Weapons

Post by anglomanii »

I'm sorry what was the point of this suggestion?
how does it increase game play and add to the PR experience.



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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: Insurgency Weapons

Post by RHYS4190 »

This will really stuff things up if it not implemented correctly.

first, Give insurgents limited amounts of AK optic's or AK with a 2x zoom just to to make sure you don't muck up the balance or make thing too hard for the INS. you take some thing away from the scales you got to then give some thing back in order to even the scales,

1 cache destroyed, All units spawn with 2 less mags of ammo 1 less grenade.

2. less 1 mag

3. optic's or zoomed AK are removed

4. cache, lose access to some heavy weapons

5. cell leaders are gone.

6. all heavy weapons removed, players only get 1-2 mags


basically what happens is the INS team will visibility starve of resources as there access to ammunitions is denied and they will cease to function effectively.


Though what im saying is, the dev team has got to increase the amount of Fight the taliban and INS can exhume, right now with there old crappy equipment, they can just be pushed aside. if you add this feature with out giving some thing back to make up for it then it will effectively cripple to INS
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Insurgency Weapons

Post by alberto_di_gio »

why do everybody wants to mess up with INS. Not because I support insurgency of course but this is a game. So called BLUFOR the peace keepers do not need to win every time!

Personally do not like the idea. What if I join the game from the middle. map starts with 23 people and when suddenly when it is full with 64 players at the 3rd cache team do not have any chance to turn the loosing spread to a win.

PLUS: Why need something like that at the first hand. Can you please write down its PROS and CONS? Or can you please state what kind of balance it will bring to the game/tactic play?
Last edited by alberto_di_gio on 2010-05-12 14:03, edited 1 time in total.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Insurgency Weapons

Post by samogon100500 »

Stupid idea!
Thread starter,can you play for INS team more time?
Insurgent must have more weapon/vehicle assets,cuz it's BLUfor have heavy vehicles lik APC,IFV,Tanks etc. and unlimited scoped weapon!
And i don't think,about that guys have scoped weapon!
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Insurgency Weapons

Post by iwillkillyouhun »

RHYS4190 wrote:This will really stuff things up if it not implemented correctly.

first, Give insurgents limited amounts of AK optic's or AK with a 2x zoom just to to make sure you don't muck up the balance or make thing too hard for the INS. you take some thing away from the scales you got to then give some thing back in order to even the scales,

1 cache destroyed, All units spawn with 2 less mags of ammo 1 less grenade.

2. less 1 mag

3. optic's or zoomed AK are removed

4. cache, lose access to some heavy weapons

5. cell leaders are gone.

6. all heavy weapons removed, players only get 1-2 mags


basically what happens is the INS team will visibility starve of resources as there access to ammunitions is denied and they will cease to function effectively.


Though what im saying is, the dev team has got to increase the amount of Fight the taliban and INS can exhume, right now with there old crappy equipment, they can just be pushed aside. if you add this feature with out giving some thing back to make up for it then it will effectively cripple to INS


now we are talking ........ i like the idea of ramoving the cell leader but not after the 3rd chache but i like this idea very good congrats !
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Insurgency Weapons

Post by Haji with a Handgun »

iwillkillyouhun wrote:now we are talking ........ i like the idea of ramoving the cell leader but not after the 3rd chache but i like this idea very good congrats !
This would be all fine and dandy, but Insurgents have a hard enough time already.
If you wanted to implement this, there would have to be some way of crippling BLUFOR like that. I don't know how, maybe if you kill enough people with a certain kit that kit will cease to be available for BLUFOR.
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Insurgency Weapons

Post by iwillkillyouhun »

Haji with a Handgun wrote:This would be all fine and dandy, but Insurgents have a hard enough time already.
If you wanted to implement this, there would have to be some way of crippling BLUFOR like that. I don't know how, maybe if you kill enough people with a certain kit that kit will cease to be available for BLUFOR.
explain this more plz cuz if have no idea what u just said !
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Insurgency Weapons

Post by Haji with a Handgun »

What I'm saying, is that if BLUFOR can completely duck the insurgents by limiting their weapons, the Insurgents need a way to do that to BLUFOR. My suggestion was maybe if say, 20 people that died were using a HAT kit, the HAT kit would no longer be available for BLUFOR. So just make kits unavailable after X amount of people with that kit get killed.
Last edited by Saobh on 2010-05-12 16:20, edited 1 time in total.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Insurgency Weapons

Post by killonsight95 »

i like the idea and it gives the BLUFOR more incentive to go and kill the insurgents cashes butmaybe not like this with wepons and such maybe in another way such as spawn timers. The more caches that are destroyed the more time between spawns the insurgents have or something along those lines. The insurgents have a hard time as it is and if the original idea were to be introduced then the BLUFOR would need to ethier have reduced tickets and maybe the insurgents gain 1 or 2 caches.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Insurgency Weapons

Post by BroCop »

Wait wait wait..Insurgency was changed to a way that its almost if not too easy for the BLUFOR but you want to make it even easier?!

Seriously INS need some lovin' not nerfing after it was already nerfed
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Insurgency Weapons

Post by Elektro »

CroCop wrote:Wait wait wait..Insurgency was changed to a way that its almost if not too easy for the BLUFOR but you want to make it even easier?!

Seriously INS need some lovin' not nerfing after it was already nerfed
I say give the insurgents an a-10

BTW u dont need the cell leader kits to place hideouts, use the civi kits - and stay away from shotguns
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Insurgency Weapons

Post by BroCop »

Elektro wrote:I say give the insurgents an a-10
Something more under the lines "REMOVE THE 25 TICKET SHIZM" (this is mostly as BLUFOR have more then enough starting tickets...we dont need something that can keep them extra 20 mins on field for every cache they blow)
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Insurgency Weapons

Post by myles »

wait sorry what is the suggstion?
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Insurgency Weapons

Post by boilerrat »

Why do people always want to nerf insurgents?

They are probably the weakest faction overall.
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Insurgency Weapons

Post by badmojo420 »

The gamemode is all about how many coalition troops the insurgents can kill. The insurgents are the weaker force, and they only have 1 job, to lure coalition troops into ambushes and kill them. Their goal is to eliminate enough coalition troops before the caches are found and destroyed. They can lose 6 of those caches and still win the game.

So, punishing the already weak insurgents for acceptable losses is rather stupid. You would be pulling them away from their ambush/hit'n'run tactics, and putting them into a more conventional defensive role. Which in my opinion, would ruin the game mode.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Insurgency Weapons

Post by SGT.Ice »

I personally like RHYS idea somewhat. But lowering it to 7 caches in the first place was bad. Your just asking for a womping. If you want to cripple insurgents anymore. IED's, RPG's, AK,s etc. Everything has been nerfed so bad it's ridiculous. What more do you need to dumb the game down for people that can't just learn to play BLUFOR?
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Insurgency Weapons

Post by Haji with a Handgun »

When are we getting the suicide vest? That'd be nasty against BLUFOR.
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