Insurgency completely ruined

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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Insurgency completely ruined

Post by Nebsif »

@ Leeu:
Most of the time I see insurgents runing around w/o much teamwork, its rare to see 2 normal voip squads with it's members sticking together compared to like atleast 2 voip squads and some vehicle squads on blufor, but u describe it as if there's more teamwork on INS side.
Agree with u about limited kits and fail-scopes.

In 087 BLUFOR needed like 80% teamwork to win compared to like 15% on ins side, at 1st it made me stop looking for caches and just go hunt insurgents (preferably with their own kits) and then I stopped playing ins at all, now however its once again interesting, even korengal is winnable.
And no, im not a blufor fanboy, I play on INS side more than I play on blufor, the only map i'd really wanna play as blufor would be korengal and gaza, korengal for the challenge, gaza for an obvious reason :)
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bad_nade
Support Technician
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Location: Finland

Re: Insurgency completely ruined

Post by bad_nade »

Here is my story. I can't write walls of text even in Finnish, but I'll try to say something meaningful.

I'm one of those religious insurgency players like Leeu and nex911 - or used to be before 0.9. I played as an insurgent several hours a day almost every day of the week for months and virtually never gave up because of frustration, but after .9 I've hit Alt-F4 midgame more often than in the whole 0.6 to 0.87 era combined.

From my point of view, an attempt to rectify seemingly insurgent favoring game mode and baseraping occuring on some maps, led to over-correction of the whole game. The biggest of these corrections was new cache rule, but the other changes were significant too: new main bases, ridiculously large doom of deaths, reduced and destroyable insurgent spawn points, nerfed insurgent weapons, coalition's faster medic and reduced ticket loss on coalition's destroyed assets. Like badmojo420 wrote earlier, new cache rule have lead to situation where coalition can waste 57 tickets for every single cache and still win the round. When this is combined with all the other changes mentioned above, the result is coalition can and will win, often with three-digit number of tickets to spare.

One of the aspects that made playing as an insurgent so fun was, indeed, winning. Winning, when all the odds were telling just the opposite: bad weapons, bad transport and bad health care (civi in .87, anyone?). On the other hand, playing on coalition side was equally fun because all of the great equipment. Losing wasn't so big deal as long as it wasn't caused by asshats wasting assets. Coalition fought hard, insurgents fought back even harder and won. GG everyone!

Nowdays, all the odds are still against insurgent's victory, but sadly this time the odds are proven correct. You fight against overwhelming firepower and armor with crappy weapons - and you lose. I'm sorry, but I fail to find anything fun in that.
Last edited by bad_nade on 2010-03-03 00:26, edited 4 times in total.
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bad_nade
Support Technician
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Location: Finland

Re: Insurgency completely ruined

Post by bad_nade »

Leeu wrote:annoying problem of players telling the other team where exactly the caches are through using VOIP/multiple accounts.
Ghosting do happen, but not necessarily so openly. I think typical ghoster is usually a fresh player joining a server, who ends up on insurgent side and looks at the map before switching to coalition side for the rest of the round. He then either shares his knowledge with his squad or exploits it by himself. After a while an another player joins the server and does exactly the same. Rinse and repeat.

So it's not couple of guys sharing all the cache locations during the whole round. It's a series of individual one-time incidents by group of different people.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Insurgency completely ruined

Post by badmojo420 »

Nebsif wrote:Most of the time I see insurgents runing around w/o much teamwork, its rare to see 2 normal voip squads with it's members sticking together compared to like atleast 2 voip squads and some vehicle squads on blufor, but u describe it as if there's more teamwork on INS side.
The way i've seen it play out, there is WAY more teamwork on the insurgent side of things. But the squad-work isn't at the same level as the blufor. But, it seems this is out of need, rather then the insurgents not wanting to stick together.

I find the majority of the squads on the insurgent side are more like 'radio channels' where people can communicate over voip. Because, when it comes to a fellow insurgent needing help, medical attention, ammo, ride, etc. It doesn't matter if they're blue or green. I've even played some amazing rounds as insurgent where the only time I joined a squad was to verbally rejoice with a fellow insurgent after a good ambush.

And then we have the total opposite on the Blufor side. Squads relying on each and every squad member to keep the strength of the squad, staying together to survive, obeying your SL like he's god. Because that is what is needed for the most part on the blufor side of things. One down sides of this is that the blufor gets too focused on just their own squad and the inter-squad teamwork suffers greatly. This can be seen almost every day when medics ignore casualties not in their own squad, vehicles ignoring calls for ammo, transport, etc. And the worst, squads assaulting different caches.

Of course this isn't always the case for either, you can have lonewolfs on blufor and dictator like SL's on insurgents. But neither work very well from my expirence. It never fails that a large group of armed insurgents moving together will only result in more dead bodies once they are seen.
badmojo420
Posts: 2849
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Re: Insurgency completely ruined

Post by badmojo420 »

'[R-DEV wrote:Jaymz;1275553']The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
[R-DEV]Ninja2dan wrote:That's a good update note. From what I'd seen before, the arty version was an extremely limited pick-up kit on the Insurgent maps, and was not being used often enough to really be effective. I'm looking forward to seeing more on the battlefield, something to keep drivers on their toes
From the IED Feedback thread.

Small IED is for INF, Arty IED is for everything else. Just think of this version as a time where the INS couldn't get their hands on enough artillery shells for everyone. Use the proximity IEDs (mines) and wait for the next update.
Tahanatos
Posts: 272
Joined: 2009-01-21 06:18

Re: Insurgency completely ruined

Post by Tahanatos »

First of all lets realize what an IED is:
It is an Improvised Explosive Device
The Keyword here is IMPROVISED

You can not tell what kind of damage a normal IED does because there are no "normal" IEDs and as the conflict in the middle east continues the variety in IEDs used groves.

To name the two most important examples (the topic is infact a lot more complicated):
1. Mortar ammunition, Mines or Bombs burried under ground
They can damage or take out entire vehicles
I have met soldiers who survived such explosions only because it was blown up one meter in front of their vehicle instead of directly beneath them. Therefore lets say a direct hit is needed

2.Smaller Peaces of ammunition to injure infantry
Like grenates for example or other explosive devices the size of the PR IED.
Do little or no damage to armoured Vehicles. often used as secondary IEDs to hit the people who come to rescue the injured from the first IED or walking patrols.

A grenate or a little bag of explosives like the standart IEDs in PR are not gonna take out an APV APC or even a Tank. IEDs used in the real conflicts are more like the ones on the back of the Big Red and are beeing burried under ground, but u cant simulate that in PR so pls stop trying to tell the DEVs how a real IED should be
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badmojo420
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Re: Insurgency completely ruined

Post by badmojo420 »

Proceed wrote:I am saying that most casualties on US side are caused by IEDs, that is a fact.
That they can vary in size and power is true, but noone would make a weak IED, except in special circumstances, so there is no need in such a smartypants answer especially because I stated that I'm okay with it, if it's gonna be changed.


Cheers Proceed
I think you misunderstood my post. I didn't mean to imply that the IED itself is going to be changed. As far as i know, it is not. What i said would be changed is the number of Arty IED kits available to OpFor.

Saying nobody would ever make an IED that is too weak to completely destroy armored vehicles is extremely naive. I'm no demolitions expert, but from the videos you can watch on youtube, it would appear that weaker IEDs are very common. Often times you'll see a humvee keep driving after sustaining an IED hit. So I think there is a good place for the pipebomb IED in this game, especially when people can spawn with it. I always disliked the fact that the insurgents most powerful kit was spawnable.
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: Insurgency completely ruined

Post by JohnnyTheIED »

I say keep the pipe bomb ieds, put a couple arty ieds on all ins maps.

OR, instead of more arty ieds, Give us a EFP ied already :P

Hundreds and hundreds of tanks, apcs and armored trucks we're destroyed with EFPs... It COULD replace the Heavy HAT kit for insurgents, since anyways, it only has 1 more normal rpg than the LAT.

A EFP IED HAT kit would be sweet :)

I think it would be quite easy to do, kinda like a directional claymore, blast goes one direction. Easy to miss, hard to install. But deadly on heavy armors.
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TristanYockell
Posts: 340
Joined: 2007-01-21 05:03

Re: Insurgency completely ruined

Post by TristanYockell »

Yeah I agree the ability to set up efp's would be sweet, maybe with an indicator projecting an imaginary line of where the penetrator would go while you set it up. It would have to be rendered none lethal after a certain distance though.
Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Re: Insurgency completely ruined

Post by Cpt.Kawakowitsch »

Insurgency itself is fine with all that asymmetrical stuff everybody is talking about. But the new set of rules (25 tickets and 7 caches) is really bad. I myself disconnect most of the time when insurgency is on. But well not everybody needs to like it.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Insurgency completely ruined

Post by SGT.Ice »

I personally think that going from 10 to 7 caches is a bad idea. I preferred the 10. And I think insurgents should be able to fly.
Mechanic
Posts: 26
Joined: 2008-10-04 17:46

Re: Insurgency completely ruined

Post by Mechanic »

I want to bring an honest opinion about insurgency, let me know what you think guys.

I want to focus on the Map Albasrah, being my favorite insurgency map which is defiantly underestimated. I don't know where to start, wither its the fact that its no fun to play as insurgent, or it seems completely too difficult. Some other members of the forum community mentioned before, yes this is just a game, we are here to have fun and relax after a long day, and we all love PR because of its big expansion of features, weapons, maps, factions, game play style, variety, etc..
I want to focus very specifically on my favorite, 0.0506 Patch of PR albasrah. In the beginning of the match insurgents spawn on the northern road to the Allied main, set up ambushes, spawn with RPG, there was realistic kits such as doctor, police man, ambusher, mechanic. How was this spawn feature deemed unrealistic, insurgents now a days can easily ambush main bases right? The spawn is not the problem, nor is the lack of RPG spawn, but rather the whole game play system of insurgency. The "Realism" factor makes it insanely difficult to play as an insurgent (Though things have improved a little in terms of weapons on this latest patches).

New patches mean improvements for the most part, but sometimes i feel some things are just going backwards. Each insurgent could have a weapon cache(Spawn with all weapons), but I don't understand why is there a reload time, insurgents don't spawn rpg's magically each certain amount of minutes . I would love to be able to play .0506 online again , but that's not a reality, lets see how we can improve.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Insurgency completely ruined

Post by killonsight95 »

i don't see what you getting at tbf? how is being an insurgent diffecult?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgency completely ruined

Post by Rudd »

I would say that there are several problems with ins maps atm

- tickets, blufor seem to have too many

due to this blufor aren't as careful as they should be until they start getting low on tickets
also, this punishes a good ins team

it punshes a good ins team because it means that their efforts only prolong the game, a 3hour game of defence isn't that fun tbh (same problem on Barracuda, but thats another story)

lower tickets would encourage Blufor team tactics, as that would be the safest option ingame.

Lashkar Gah, the Lynx is useful but a supply crate chopper would be prefered, though I'm sure the Germans will have one later

Korengal, I've been in 2 victorious USA teams so far, its hard and fun however...
lack of assets means that it degrades in to mostly CQB with no way for USA to push forward

now, I say that because the Taliban have 1 major advantage - no tickets, so they can just keep coming and coming as long as they hav a hideout, and the furture the USA push the harder it is for them as they get further from a spawnpoint (fob/main)

so for Korengal I would consider implementing some kind of Taliban tickets, or plane dropped supplies, but a turret vehicle would do for now

Archer - Technical fest, there are just too many, and Taliban permanent spawns need a destruction radius, if you don't know their location from playing PR so much you're in trouble.

its all still good and fun though :)
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xcanadiansoldier
Posts: 34
Joined: 2008-06-11 02:29

Re: Insurgency completely ruined

Post by xcanadiansoldier »

I want some servers where there's 24/7 admins and very realistic plays. Where people would be on mics, have ranks, and stuff. Realism to the max.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insurgency completely ruined

Post by goguapsy »

When I play insurgent, what I want to do is gun down endless streams of BLUFOR soldiers :twisted: The more, the better !!

What I mean is, when you play BLUFOR, it has a great sense of strategy. When you play insurgent, there are many more moments to destroy an entire squad... 7 times :)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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