Guide to adapting to the v0.95 changes
Posted: 2010-10-13 16:26
Hi Guys,
I'll be picking out important changes coming in 0.95 and looking at the consequences of them - trying to educate how people will need to adapt their gameplay to benefit (or avoid failing) in the new version.
Link to Change log
Things that affect Insurgency
Hope this guide was helpful!
Edit: You are still able to pick up the enemy kits of the following types: rifleman, rifleman specialist, rifleman at, rifleman ap - Source: Change log
I'll be picking out important changes coming in 0.95 and looking at the consequences of them - trying to educate how people will need to adapt their gameplay to benefit (or avoid failing) in the new version.
Link to Change log
Things that affect Insurgency
- Cache markers are now more reliable, they have a max deviation of 25-50m - therefore you can plan an assault more consistently now since you should be able to identify a block of no more than 4 buildings and find the cache. Updated Insurgency objective markers for coalition to be more precise (25-50m).What insurgents need to keep in mind to deal with this change:
- It's now more important to stop BLUFOR from ever getting intel in the first place.
- What that really means is you need to die less as an insurgent and/or get more civilians martyred for the sake of keeping intel low. Fight with a guerrilla mind, bait them into bad alleys, ambushes, and shooting civilians.
- When the cache is exposed, you have no ability to wander around the cache; pull in really tight, and prepare to make your last stand to keep the cache safe.
- Caches are now (much) more resistant. You will need 3 incendiaries to blow up a cache - you're going to need a Combat Engineer kit or more than one person to blow up a cache. You'll probably also need to secure the area, since you can't just drop a single incendiary and move out.
- Caches will now explode in half the time - you'll need to get out quickly after dropping incendiaries.
- You can no longer pick up enemy special kits for use (only to obtain ammo and patches). Whilst affecting all teams, this will have the most impact on insurgency maps since the insurgents can no longer use the Coalition AT or AR kits. The list of kits you CAN pick up and use are: rifleman, rifleman specialist, rifleman at, rifleman ap
- All insurgents get field dressings - use them!
- Insurgent sappers now get 2 IED's thus making them more deadly.
- Insurgents aside, your life is now twice as important - when you are wounded you will cost your team 1 ticket, when you die you will cost another ticket. Consider using caution in your advance, and guile in your assaults. Insurgents will have a huge benefit in terms of taking risks - since they are not governed by ticket count.
- Losing a flag in AAS will now cost your team tickets - 30 to be precise. This is equivalent to taking 15 freshly-spawned team mates and blowing them up - or for more impact, under the current system it's equivalent to your entire team (30 players), dying once! Defend those flags guys, because they cost you A LOT.
- Thermal imaging is on some vehicles now (not sure which) but I expect all APC's, IFVs, tanks and non-transport air vehicles to have them. For infantry, this means that you're going to need to avoid enemy APC's more frequently - since you'll stick out like a sore thumb peering over that wall/around that corner/through that bush. Also - attack chopper gunners will have no problem lighting you up with chain guns since it's much easier to see you now - before they had to rely on picking out your movement, which was quite difficult with the lack of view stabilisation.
- Attack choppers now have click-to-lock firing, meaning they no longer need to guide the missiles to their target. As a result, expect attack choppers to be more accurate when deploying these missiles against ground targets such as static positions and ground vehicles.
- Rally point respawn time is now 5 minutes, down from 10 minutes. This means they should be more useful for regrouping your squad.
- Supply crates will now be destroyed if dropped from more than 5 meters. This prevents most fly-by-resupplying that occurs - especially over cities like Muttrah.
- You can now undo badly placed assets. Use it rather than wasting incendiaries and making the noise that they generate!
- Emplacements can now be resupplied with ammo bags. Use them to rearm well-used emplacements.
- Snipers now get radios. if you're leading a sniper squad, use the radio to provide intel to the rest of your team - then people won't resent you so much!
- Long range 3D markers are out - use the indicator on your compass for direction at longer range.
- Without long range 3d markers - CAS will now be more difficult to provide. To help them help you, use those colored smoke grenades that the SL is given to mark your position for close air support attacks. I say mark your position since mostly the colored smokes are used for friendly pickups and prevents you running into the risk / visual obstruction / enemy moving problems of throwing a smoke at them - you can casually place it on your roof or flank. Make sure you communicate to the CAS you've done so though.
- Grappling hook now lives much longer than before - therefore can be used as a semi-permanent access to or from a roof.
- Bayonets were removed from all US weapons. This is the most major and important change that will affect your life in PR 0.95. Take note.
Edit: You are still able to pick up the enemy kits of the following types: rifleman, rifleman specialist, rifleman at, rifleman ap - Source: Change log