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TOWS on Insurgency
Posted: 2010-07-05 13:56
by Iceberg
Recently while playing Insurgency I have noticed that a lot of the time to destroy a cache the BLUFOR will just build a FOB and bombard the area with TOWs. This occurs most on Operation Archer. My suggestion is to remove the TOWs from Insurgency. The BLUFOR have apcs and tanks to deal with enemy vehicles so it should not make the game unbalanced. Thanks
Re: TOWS on Insurgency
Posted: 2010-07-05 14:17
by Dougalachi
I would say this goes under "feedback," but I definitely agree with your point. On maps like Operation Archer, if BLUFOR gets on the mountain/hill and puts a TOW up, it makes it way harder for insurgents to move almost anywhere through the middle of the map in vehicles.
However, I do remember someone saying that the TOW at FOB ability is under reconsideration after seeing how the device is mostly used in regular servers (not as it's intended purpose.)
Re: TOWS on Insurgency
Posted: 2010-07-05 14:17
by Smiddey723
I agree, TOWs on insurgency is a little overkill. The new x4 zoom .50 Cal should be sufficient
Re: TOWS on Insurgency
Posted: 2010-07-05 14:20
by killonsight95
you can't just remove the TOW from one type of map for a faction that'll use it on another type of map, you'll need two factions then which would take up to much space.
put up with it bassicly, during the next patch they'll probs lower the ammo count on the TOW to about 3-4.
Re: TOWS on Insurgency
Posted: 2010-07-05 16:17
by Hotrod525
in real life, NATO Force use every weapon against insurgent ( of course we aint talking about chemical / nuke / biological for obvious reason ) Cluster bomb, JDAM, TOW, Javelin, attack helicopters, MBT's, Jet Fighter, ETC, ETC, ETC.
Insurgent have to rely on other tactics to win (in PR), when you see a TOW you can assume there is a FOB close to it, so you can break the blufor advance etc... dont cry cause BluFor got firepower, this is how it is...
Re: TOWS on Insurgency
Posted: 2010-07-05 16:49
by Dougalachi
BLUFOR sitting on top of a mountain and shooting TOWs onto almost any part of the central area of the map destroys the gameplay for Taliban. I don't think what's real and what's not was at question. Instead, this is about balance issues and it has been discussed on several occasions in the forums that TOWs are too often utilized in a role not originally intended for the game, and that it causes gameplay issues.
Re: TOWS on Insurgency
Posted: 2010-07-05 17:06
by illidur
so in every real life battle they use a tow against insurgent infantry? thats what every battle in this game portrays. im sure somebody could post evidence that its been done. but its not very realistic to implement things that they wouldn't use as often as its going to be used ingame. same could be said about hat vs insurgents and the lb on ramiel.
basicly good luck with this suggestion because the devs make things for aas and slap it on the insurgency gametype. it works but it would be way better to have them seperated more.
Re: TOWS on Insurgency
Posted: 2010-07-05 17:38
by Truism
This is just HAT sniping V2. It's largely a side effect of having undereffective infantry weapons and realistic support weapons.
Re: TOWS on Insurgency
Posted: 2010-07-05 18:37
by killonsight95
or get a sniper or marksmen to sniper him and camp the TOW.
Re: TOWS on Insurgency
Posted: 2010-07-05 18:55
by boilerrat
killonsight95 wrote:or get a sniper or marksmen to sniper him and camp the TOW.
Not if you get rocket sniped in the 8 seconds of proning waiting for deviation to go down.... Thats happened to me so many times.
The TOW is probably the most ridiculous weapon in the game right now, I get killed while walking constantly.
For people saying "Oh just go do X" you need to remember where theres a TOW theres a FOB... and where there is a FOB there is enemies.
So besides the TOW you need to worry about their troops and TANKS.... It isn't always as easy as you say it is.
Re: TOWS on Insurgency
Posted: 2010-07-06 04:57
by ryan d ale
boilerrat wrote:Not if you get rocket sniped in the 8 seconds of proning waiting for deviation to go down.... Thats happened to me so many times.
The TOW is probably the most ridiculous weapon in the game right now, I get killed while walking constantly.
For people saying "Oh just go do X" you need to remember where theres a TOW theres a FOB... and where there is a FOB there is enemies.
So besides the TOW you need to worry about their troops and TANKS.... It isn't always as easy as you say it is.
Again, some players might not understand the situation as well as others because of the phobia of being unconventional or semi unconventional factions.
I'm not overly bothered about it being removed because I haven't experience many issues with this but I don't play that often at all. If it gets removed from INS I'd consider it for the best and if it didn't then I'd have confidence in the choice of the devs.
Re: TOWS on Insurgency
Posted: 2010-07-06 06:52
by Dev1200
Hotrod525 wrote:in real life, NATO Force use every weapon against insurgent ( of course we aint talking about chemical / nuke / biological for obvious reason ) Cluster bomb, JDAM, TOW, Javelin, attack helicopters, MBT's, Jet Fighter, ETC, ETC, ETC.
Insurgent have to rely on other tactics to win (in PR), when you see a TOW you can assume there is a FOB close to it, so you can break the blufor advance etc... dont cry cause BluFor got firepower, this is how it is...
Would they allocate a position with a TOW emplacement, even though a light insurgent force doesn't have any vehicles, besides light cars and trucks?
Re: TOWS on Insurgency
Posted: 2010-07-06 10:55
by Pronck
Just storm the TOW with lots and lots of civilians and stone them to their dead! That'll take care of the situation.
Re: TOWS on Insurgency
Posted: 2010-07-06 18:44
by TheOldBreed
Dougalachi wrote:On maps like Operation Archer, if BLUFOR gets on the mountain/hill and puts a TOW up, it makes it way harder for insurgents to move almost anywhere through the middle of the map in vehicles.
it's called taking the high ground and limiting the insurgents ability to conduct operations. if anything, it was your team's fault that you allowed them to build one up there.
Jonny wrote:The available kits and assets should depend on the expected enemy. ie, no HAT on maps where you are against infantry and light vehicles, regardless of the map mode.
i've used the HAT kit and TOW on many occasions in insurgency mode (even on Korengal). it's a decent weapons for use against many targets, not just anti-tank. In a COIN campaign, counterinsurgent forces will use conventional weapons to fight the insurgents - often at a distance. that's why you see videos of javelins etc, as it gives them a greater stand off range. a greater stand off range equals less likely to take casualties.
i thoroughly disagree with taking TOW and HAT kits off insurgency mode. if you know how to use them well, they can be a great asset. this is just down to people getting killed by TOWs from 700m out, moaning about how it ruins gameplay for the insurgents. the counterinsurgent always has the upper hand in firepower superiority.
Re: TOWS on Insurgency
Posted: 2010-07-06 21:43
by alberto_di_gio
killonsight95 wrote:you can't just remove the TOW from one type of map for a faction that'll use it on another type of map, you'll need two factions then which would take up to much space.
agreed. they are not unstopable at the end. just needs a harder teamwork.
Re: TOWS on Insurgency
Posted: 2010-07-06 22:45
by a0jer
a TOW missile should cost a ticket that might encourage them to only be used for taking out important things. Also how can you reload a TOW while still looking down the sights? That's talent.