009783232 wrote:The issue stems from the two different philosophies of what insurgency is meant to represent. The blufor centric view sees insurgency almost as a city clearance operation, and therefore proponents of this style of insurgency will wish to limit insurgent activities away from caches. The insurgent-centric view of insurgency views the insurgency game mode as a representation of a longer conflict, where individual ambushes away from cache locations should be encouraged.
Individual rpg shots away from cache locations are however where they are most effective against armoured vehicles. This is as blufor vehicles will always attempt to maintain enough distance from the cache to make a successful rpg shot extremely difficult. Due to the effectiveness of this, it does make the limitation on taking a few extra rpgs or mines in the back of a vehicle seem a bit arbitrary.
This is is a big part of the problem, and also this below:
Bellator wrote:
An HAT team of two or a HAT lone wolf with an ammo techie is an effective and very mobile tactic for Taliban especially on Kokan. In fact, i'd like to see the RPG guys using them more for themselves; people seem so reluctant about gusin RPGs when playing as talis.
The problem with the "Blufor Centric" viewpoint of insurgency operations is that insurgents are expected to play like bots. Insurgents are expected to set up around the caches, within close enough range to let riflemen resupply with their ammo bags while blufor rains death and destruction down in the form of gunships, tanks, apc's, mortars, grenadiers, hats/lats, etc. They have no problem locating the caches because the insurgent team is required to expose the cache locations by using them as a sole source of resupply, especially once the non-respawning ammo techies are destroyed.
Playing like this, a round of insurgency is one of the worst possible gaming experiences for the insurgent team, and not much better for blufor. I have watched it happen on both sides. Blufor watches for activity, comes down on that activity like a ton of bricks, and utterly destroys the insurgents. No fun to be had there for either side. It ranks right up there with bot bashing on Kashan. It is like having a dogfight where one dog is tied to a stake in the center of the ring, but the other dog can go where it wants.
The "Insurgent Centric" viewpoint however, frees up the insurgent team to use ambushes, hit and run tactics, and just about anything else at their disposal to harass and disrupt blufor and keep the game interesting and entertaining for both sides.
A single ammo crate in techies is hardly unbalancing, would give insurgent teams the ability to conduct operations like this without completely raping their team mates by taking away the only way to supply their mortar or recoilless rifle positions, and overall, increase the fun level for both sides. To offset it, remove carry capacity for one soldier to bring the techies in line with hummv's if necessary.