I must say that there are a few things amongst the total awesomeness that I am eager to see will affect the gameplay negatively.
BUT don't get me wrong; It looks great, and I am looking very much forward to play it!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Ah I see, fair enough. I think it'll just be a little more forgiving tbh especially when you have new people joining your squad, certainly shouldn't be like the old army spawning in a broom cupboard problem.cyberzomby wrote:Thats what I mean. Wont it feel more like the previous system where the rally could be placed without recharging. I liked the fact that it was just a one shot system to get a second chance and than it was over. But we'll have to see how much we're gonna use it anyway. Lets play it first right? ^-^ My post was really poorly written as I was hyped about the features I see now![]()
What that exactly means ?Updated MEC BTR-60 passengers so they have people attempting to apprehend them while they travel ruggedly.
Can't be sure, but it's supposed to mean that passengers ride on the outside of the vehicle like the Russian BTRs on Silent Eagle.(might be on other maps as well, I dunno.)WilsonPL wrote:What that exactly means ?
Sorry if I was unclear. What I meant was that with the 3D marker change, it would require skill to drop bombs from beyond visual range (with the old bomb system) and have them hit lasers, since you can't see exactly where the target is from a 3D marker and judge for bomb drop without skill being involved.cyberzomby wrote: I love the fact that your complaining that it requires skill...If I understand your post correctly that is. Sorry if I'm wrong. What do you guys want? Effortlessly take out what ever you want? Come on! Its something that can take out anything on the ground and it now needs skill. Thats a good thing right?
Current rally point sistem: You set rally point, lat's for 1 min and it will rearm itsellf in 10 minutes. (firebase rearm has been taken out since v0.91, i thnik)Tartantyco wrote:About the rally point 5 minute thing, you still have to rearm it at a firebase.
Surpression effect? smoke effect? who, what, where ?!Increased time to live on all effects by significant amounts.
There were way too many variants to animate (and trust me I start to animate weapons, having 10+ weapons to animate for adding nothing really new can be pretty boring).Wakain wrote:2. why were the US bayonets removed, the reason stated is a little vague to me.
Well in that case they dun goofed.iAllex wrote:Current rally point sistem: You set rally point, lat's for 1 min and it will rearm itsellf in 10 minutes. (firebase rearm has been taken out since v0.91, i thnik)
New rally point sistem: You set rally point, lat's for 1 minute and it will rearm itsellf in 5 minutes.
There is no firebase rearm in the current or the next rally point sistem.
Deviation and weapon handling in-game is weapon specific and can't be soldier/player specific, if we could do that we would have just made enemy weapons extremely ineffective in friendly hands meaning nobody would want to pick them up any way. But we can't.I've had to train skilled soldiers on how to properly use an AK-47, and even Expert Marksmen that have been using battle rifles such as the M16 and M4 for a few years needed several hours of intensive range drills in order to use those new weapons effectively.
I have also trained foreign forces in similar skills as well, so it's not just a "US problem".
Standing on a range shooting at a stationary paper target is one thing. But being in a firefight with a weapon you are not familiar with is likely to get you killed, or at the least mean you just waste ammo and contribute little to the fight. You might get some hits, but chances are you'll leave yourself open to get shot more easily too. Trust me, there is a big difference in weapon skill before and after familiarization.
LolLITOralis.nMd wrote: It basically destroys the INS maps.
Look at what Jaymz said, it isn't realistic. And I trust the MA who gave foreign weapons training.That way the Insurgents side can actually play with some realism and the AAS, CC and Skirmish maps can follow this new gameplay concept you're looking to build.
...how? If anything its even more fun to play, more inexperienced SLs will want to grab the cell leader kit for the Makarov, and the FAL.You have totally screwed over the poor guys who volunteer their time to be Squad Leaders for INSurgents sides on public servers leading strangers for an hour plus at a time.
Where did you see this?No scopes without losing radio,
Good, this is one step on the road to forcing Insurgent squads to operate as cells/groups like the should be, instead of spread across the map being unorganized.no shovel in Officer kit, (no phone in civilian kit? not sure?), No ability to build a hideout alone,
Either you're stupid or I'm being trolled, currently its a 150m search zone, not 280m at all. Its being decreased to around 100m or so, and in an urban situation, thats still going to be a bit of a challenge.loss of BLUFOR kits for the squadmembers. ON top of that you shrank the Cache marker search zone from a 280meter diameter circle to a 80meter diameter circle while adding BLUFOR mortar weapon that can be deployed inside domes of death exclusion zones. On top of that the mortars should be able to pummel the entire 80m diameter circle cache marker zone within 4 shells once walked into range with a spotter.
Yo word up, check out the SPG-9 technical.You have given the Insurgent sides no extra vehicles to balance the Insurgent vehicle versus BLUFOR counter-vehicle gameplay dynamics while awarding BLUFOR unlimited use of SAW, CE and HAT kits outside the dome of death.
They aren't unlimited, they are TWO each. You are literally thinking of the worst possible avenue where the BLUFOR actually do take all CE/HAT kits which, quite honestly, are pretty useless on Insurgency.I can think of a few ways to balance this, but mostly there is a need to basically double the amount of bomb trucks, bomb cars and increase to a smaller degree the number of techies and clown cars driving around. If you are going to award unlimited SAW, CE AND HAT kits to BLUFOR you must force them to use it appropriately or they will exploit the hardcoded advantage given to them.
For about 2 versions when Insurgency really came into its prime I have been advocating that the Insurgent faction get a leg up on the BLUFOR. For too long have they really suffered at winning, even with a good team. Finally I can honestly say I'm happy that the dev's have made the right decisions to balance things out. Asymmetric warfare has finally been achieved by giving the Ins unconventional - yet powerful - assets at their fingertips. If you think this is game ruining stuff then you need to wait till its played.If the Devs are totally convinced this is the direction they want the game to take, you need to change something to INsurgents advantage... maybe reduce the distance between Hideouts to under 150meters, or give insurgents better kits since they lost the BLUFOR kits or give the Insurgent sniper a radio or something.