Insurgents REQUIRE BLUFOR KIT, What Good Can a Handgun Do Against an Army.....?
Posted: 2010-10-10 10:45
The Devs have taken a bad approach to Insurgency maps with the change to not allowing Insurgents to use BLUFOR kits. And even for USMC to not use Insurgent kits.
I'll state it bluntly to start... a man with an outdated hunting rifle just killed an occupation soldier, if the man does not pick up the superior weapon of the fallen enemy at every chance possible, he is not resisting the occupation of his homeland IS NOT AN INSURGENT. He is simply a civilian criminal.
Just a guess but, The Devs and their advisors have a personal and professional bias towards government use and prerogative of force that is clouding their judgment and imbalancing gameplay.
If you truly want to remove the ability of Insurgents to use BLUFOR Kits, simply remove Insurgency mode from the main PR mod and fork it.
Further, every single USMC vet I know who has done tours of duty in Afghanistan had daily use/ownership of Kalashnikov variants during the early years of the occupation. These guys were pretty far outside the wire though, no hot chow or showers for months at a time.
In Iraq, tens of thousands of small arms collected from insurgents were processed by the Coalition Forces and at least 10,000 were sent to the Kurdistani Peshmurga for use. Many more were given to the Sons of Iraq (Awakening) Sunni militia under Coalition auspices.
What Good Can a Handgun Do Against an Army.....? | End the War on Freedom
Answer: Doing so removes the ability of the Squad Leader to perform the duties inherent to the Insurgent Squad Leader Officer position.
Follow up Question: Why would the Devs implement another obstacle for Insurgent Squad leaders to create Hideouts, call in enemy locations, call in Artillery, and call in Mortar Strikes? WHy are they punishing players who volunteer to be a teamplay Insurgent Squad Leader?
Answer: I'd like an answer to that.
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Question: With the BLUFOR eye in the sky Drones for CO, Air Assets, Snipers, and Officers all having the ability to call in Artillery and Mortars, while the INS side only having Squad Leaders being able to call in strikes... why would the Devs remove the ability for INS officers to pick up BLUFOR Officer kits?
ANd now you basically tied down just INS SL's and INS CO's to unscoped weapons due to this change:
Reduced Rally Point rearm period from 10 min to 5 min. Why tie these players to bad weapons? It's a form of punishing the most active players.
Answer: I'd like an answer to that...
Removing the ability for INS SL's to pick up BLUFOR Officer kits is a good way to kill Insurgency mode.
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Question: Updated Insurgency objective markers for coalition to be more precise (25-50m). Why? Did you not beta test this with Mortars? 4 Mortar strikes can cover 80% of the 100m diameter area. And you removed the ability of the INS to grab SAWs to protect the caches from farther afield. What is the rationale behind this?
You have reduced the hunt and seek ambush gameplay and increased the CQB defense gameplay while adding Mortar Strikes into the game and removing the INS ability to grab two important kits, Officer and SAW. I do not like the logic behind this... within weeks when players master the mortar strike system the INS mode is going to be impossibly lopsided. I understand the INS CO rally point idea to focus insurgent strong points... it simply won't play out like that... over 75% of the rounds in INS I play, the INS does not have a CO.
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Question: You removed the ability of INS to capture and use enemy SAW, CE and HAT kits. Have you increased the number of INS vehicles of all kinds proportionally to compensate for drastically altering the INS vehicle and BLUFOR counter-vehicle gameplay? If not, why not remove all techies from INS to speed up the game rounds?
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Updated mapper placed Rally Points to only allow 12 players to spawn on it and it disappears after 5 min. Players that spawn on that location have a 10 min delay for placing RPs.
Question: Did you beta test this in servers that did not start the round with a full server? Why do you hate players who volunteer their time to Squadlead for strangers on public servers?
I'll state it bluntly to start... a man with an outdated hunting rifle just killed an occupation soldier, if the man does not pick up the superior weapon of the fallen enemy at every chance possible, he is not resisting the occupation of his homeland IS NOT AN INSURGENT. He is simply a civilian criminal.
Just a guess but, The Devs and their advisors have a personal and professional bias towards government use and prerogative of force that is clouding their judgment and imbalancing gameplay.
If you truly want to remove the ability of Insurgents to use BLUFOR Kits, simply remove Insurgency mode from the main PR mod and fork it.
Further, every single USMC vet I know who has done tours of duty in Afghanistan had daily use/ownership of Kalashnikov variants during the early years of the occupation. These guys were pretty far outside the wire though, no hot chow or showers for months at a time.
In Iraq, tens of thousands of small arms collected from insurgents were processed by the Coalition Forces and at least 10,000 were sent to the Kurdistani Peshmurga for use. Many more were given to the Sons of Iraq (Awakening) Sunni militia under Coalition auspices.
What Good Can a Handgun Do Against an Army.....? | End the War on Freedom
Question: Why would a Insurgent Squad leader Officer not be the first one in the platoon to grab a BLUFOR Scoped kit?What Good Can a Handgun Do Against an Army.....?
Submitted by Bill St. Clair on Wed, 2003-06-18 06:50.
by Mike Vanderboegh
[from stanleyscoop]
A friend of mine recently forwarded me a question a friend of his had posed: "If/when our Federal Government comes to pilfer, pillage, plunder our property and destroy our lives, what good can a handgun do against an army with advanced weaponry, tanks, missiles, planes, or whatever else they might have at their disposal to achieve their nefarious goals? (I'm not being facetious: I accept the possibility that what happened in Germany, or similar, could happen here; I'm just not sure that the potential good from an armed citizenry in such a situation outweighs the day-to-day problems caused by masses of idiots who own guns.)" If I may, I'd like to try to answer that question. I certainly do not think the writer facetious for asking it. The subject is a serious one that I have given much research and considerable thought to. I believe that upon the answer to this question depends the future of our Constitutional republic, our liberty and perhaps our lives. My friend Aaron Zelman, one of the founders of Jews for the Preservation of Firearms Ownership, once told me:
"If every Jewish and anti-nazi family in Germany had owned a Mauser rifle and twenty rounds of ammunition AND THE WILL TO USE IT (emphasis supplied, MV), Adolf Hitler would be a little-known footnote to the history of the Weimar Republic."
Note well that phrase: "and the will to use it," for the simply-stated question, "What good can a handgun do against an army?", is in fact a complex one and must be answered at length and carefully. It is a military question. It is also a political question. But above all it is a moral question which strikes to the heart of what makes men free, and what makes them slaves. First, let's answer the military question. Most military questions have both a strategic and a tactical component. Let's consider the tactical.
A friend of mine owns an instructive piece of history. It is a small, crude pistol, made out of sheet-metal stampings by the U.S. during World War II. While it fits in the palm of your hand and is a slowly-operated, single-shot arm, it's powerful .45 caliber projectile will kill a man with brutal efficiency. With a short, smooth-bore barrel it can reliably kill only at point blank ranges, so its use requires the will (brave or foolhardy) to get in close before firing. It is less a soldier's weapon than an assassin's tool. The U.S. manufactured them by the million during the war, not for our own forces but rather to be air-dropped behind German lines to resistance units in occupied Europe. Crude and slow (the fired case had to be knocked out of the breech by means of a little wooden dowel, a fresh round procured from the storage area in the grip and then manually reloaded and cocked) and so wildly inaccurate it couldn't hit the broad side of a French barn at 50 meters, to the Resistance man or woman who had no firearm it still looked pretty darn good. The theory and practice of it was this: First, you approach a German sentry with your little pistol hidden in your coat pocket and, with Academy-award sincerity, ask him for a light for your cigarette (or the time the train leaves for Paris, or if he wants to buy some non-army-issue food or a perhaps half-hour with your "sister"). When he smiles and casts a nervous glance down the street to see where his Sergeant is at, you blow his brains out with your first and only shot, then take his rifle and ammunition. Your next few minutes are occupied with "getting out of Dodge," for such critters generally go around in packs. After that (assuming you evade your late benefactor's friends) you keep the rifle and hand your little pistol to a fellow Resistance fighter so they can go get their own rifle.
Or maybe you then use your rifle to get a submachine gun from the Sergeant when he comes running. Perhaps you get very lucky and pickup a light machine gun, two boxes of ammunition and a haversack of hand grenades. With two of the grenades and the expenditure of a half-a-box of ammunition at a hasty roadblock the next night, you and your friends get a truck full of arms and ammunition. (Some of the cargo is sticky with "Boche" blood, but you don't mind terribly.)
Pretty soon you've got the best armed little maquis unit in your part of France, all from that cheap little pistol and the guts to use it. (One wonders if the current political elite's opposition to so-called "Saturday Night Specials" doesn't come from some adopted racial memory of previous failed tyrants. Even cheap little pistols are a threat to oppressive regimes.)
They called the pistol the "Liberator." Not a bad name, all in all. Now let's consider the strategic aspect of the question, "What good can a handgun do against an army....?" We have seen that even a poor pistol can make a great deal of difference to the military career and postwar plans of one enemy soldier. That's tactical. But consider what a million pistols, or a hundred million pistols (which may approach the actual number of handguns in the U.S. today), can mean to the military planner who seeks to carry out operations against a populace so armed. Mention "Afghanistan" or "Chechnya" to a member of the current Russian military hierarchy and watch them shudder at the bloody memories. Then you begin to get the idea that modern munitions, air superiority and overwhelming, precision-guided violence still are not enough to make victory certain when the targets are not sitting Christmas-present fashion out in the middle of the desert. [excerpt]
Answer: Doing so removes the ability of the Squad Leader to perform the duties inherent to the Insurgent Squad Leader Officer position.
Follow up Question: Why would the Devs implement another obstacle for Insurgent Squad leaders to create Hideouts, call in enemy locations, call in Artillery, and call in Mortar Strikes? WHy are they punishing players who volunteer to be a teamplay Insurgent Squad Leader?
Answer: I'd like an answer to that.
--------------------------
Question: With the BLUFOR eye in the sky Drones for CO, Air Assets, Snipers, and Officers all having the ability to call in Artillery and Mortars, while the INS side only having Squad Leaders being able to call in strikes... why would the Devs remove the ability for INS officers to pick up BLUFOR Officer kits?
ANd now you basically tied down just INS SL's and INS CO's to unscoped weapons due to this change:
Reduced Rally Point rearm period from 10 min to 5 min. Why tie these players to bad weapons? It's a form of punishing the most active players.
Answer: I'd like an answer to that...
Removing the ability for INS SL's to pick up BLUFOR Officer kits is a good way to kill Insurgency mode.
--------------
Question: Updated Insurgency objective markers for coalition to be more precise (25-50m). Why? Did you not beta test this with Mortars? 4 Mortar strikes can cover 80% of the 100m diameter area. And you removed the ability of the INS to grab SAWs to protect the caches from farther afield. What is the rationale behind this?
You have reduced the hunt and seek ambush gameplay and increased the CQB defense gameplay while adding Mortar Strikes into the game and removing the INS ability to grab two important kits, Officer and SAW. I do not like the logic behind this... within weeks when players master the mortar strike system the INS mode is going to be impossibly lopsided. I understand the INS CO rally point idea to focus insurgent strong points... it simply won't play out like that... over 75% of the rounds in INS I play, the INS does not have a CO.
--------------------------------------
Question: You removed the ability of INS to capture and use enemy SAW, CE and HAT kits. Have you increased the number of INS vehicles of all kinds proportionally to compensate for drastically altering the INS vehicle and BLUFOR counter-vehicle gameplay? If not, why not remove all techies from INS to speed up the game rounds?
--------------------------------------
Updated mapper placed Rally Points to only allow 12 players to spawn on it and it disappears after 5 min. Players that spawn on that location have a 10 min delay for placing RPs.
Question: Did you beta test this in servers that did not start the round with a full server? Why do you hate players who volunteer their time to Squadlead for strangers on public servers?