[R-DEV]Jaymz wrote:Neither the ME insurgents, Taliban or Militia factions will have the RPG-7V2 (it will be exclusively for Russians). They'll remain with their original ironsight variant.
The SPG-9 is a 73mm recoiless gun which is completely unguided and relies primarily on it's complex reticle for ballistics compensation (it's tricky, players will have to practice a lot to be efficient with it). It's PG-9 HEAT warheads only do slightly more damage than a standard RPG-7 round. (no unconventional force would have their hands on fancy SPG-9 rounds designed for added penetration or defeating ERA etc). The deployable version also has a very limited turning angle before you have to move the entire assembly with "A + D" which is very slow.
Thank you for this post Jaymz.
I was wondering what warhead the SPG 9 would use. I did lots of research on it to find out the best use and of course also came into much statistical data about warheads and penetration.
Alucard, the thread title and subject don't match as well as they could so I will try to address both aspects.
You're basically comparing INS to a faction which can now use conventional play because of added vehicles and skills, rather than complaining about them being over-powered it seems.
There's a few things we have to remember as insurgents:-
1. We don't have scoped rifles
2. We have less accuracy
3. No guided munitions.
4. No Realtime Surveillence.
5. No CAS.
6. Insurgent groups operate in DEFENCE. You don't fight the Iraqi Insurgency in your home town in the USA. Even if they had the chance, most insurgents wouldn't.
7. The Russians made the SPG - 9. Do you know what the Anti Tank doctrine was (or still might be)?
I will sum it up and post a link if someone asks for it
Engage armour with armour
RPGs and SPGs are purely DEFENSIVE weapons due to their vulnerability, mobility issues and in case of RPG - lack of range. They aren't good weapons to go tank hunting with - therefore the AAS conventional style won't be in play.
This means, you don't have an SPG-9 built under the Fallujah gates or on the main road to dominate enemy armour. It simply wouldn't work. Down a street, well hidden, near a cache - is much more effective.
Recoil-less technicals do provide some good mobility and fire power but even this can be coped with by using a pistol because of the exposed gunner.
Nothing to worry about with INS
Stick close, don't hunt the enemy - ambush them!
AT men do not have other weapons drawn. They stay with their RPGs ready to fire.
This is how we roll.
Insurgenct play could benefit alot from these changes - it should be easier and less difficult to lead.