Insurgents team is the worst team in the game

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dcm
Posts: 357
Joined: 2021-03-09 03:25

Insurgents team is the worst team in the game

Post by dcm »

Insurgents team is underpowered. And they have some of the worst designed maps in the entire game. I love Insurgency as a gamemode. I am an opfor whore. Whenever I can I swap to the redfor faction on insurgency maps. Except if it's the insurgent team. It's frustrating and infuriating to play as an insurgent.

Maps that feature insurgents are very easy to spawn camp or spawn trap the insurgents in. Karbala is probably the worst. All it takes is one or two combat engineers to place down mines on all the roads and little alleyways leading out from insurgent main to completely shut down the entire team. The new version of Al Basrah is much worse than old Basrah ever was. Insurgent main is far from the center of game play and it takes an eternity to get into the city. In the beginning of the round there are no spawns in the city itself which would be a great help. Most of the time there are no vehicles in main at all. Leaving the only spawns being hideouts or known caches, but the city is so tight almost every hideout is can be overrun without ever being discovered. Shahadah isn't bad, it's just mediocre. Fallujah and Kafr Halab are the only decent insurgent maps. However I'm personally sick of Fallujah because it's so overplayed.

Insurgent kit structure is the worst in the game. Look I understand the theme you're going for with the insurgent team. Common man taking up arms against a military power. But it does not work. Many of the spawn kits are weak and superfluous. Why have two 'Rifleman' kits that can drop ammo, but cant request a rifleman kit from the cache or repair bay? Sometimes I find myself needing a resupply on SPG or DSHK. RKG-3 does nothing meaningful against armor. They might destroy a jeep. But most armored vehicles will survive multiple RKG grenades. Sappers have a very low success rate. Chances are friendly infantry and vehicles are going to hit your mines before the enemy does. Why no no spawnable RPG-7? The RPG-7 is the best weapon insurgents have and at most you only get 2-4 RPG kits at a time. And they can be taken and wasted by anyone. If you have to bring up an RPG or other special kit from main it adds an extra layer of dread an anxiety.

Asset waste/loss is a big problem as insurgent. Without requestable kits, any fool can take PKM, RPK, SVD and/or RPG and lose them. Or grab the Gary/Bombcar or SPG/Rocket techie and waste them very easily. The insurgents are the only team without a man portable HAT kit. How do you expect us to take down a tank? SPG emplacements don't count, they require a hideout and the emplacement itself to be dug up. Bombcars fail more often than not. And take anywhere from 10-20 minutes to respawn. That's a long time to be terrorized by a tank or other armor.

The only good thing insurgents have going for them are infinite respawns, but that's more of a curse than a blessing.
BRZbruh
Posts: 56
Joined: 2020-07-06 19:04
Location: Illinois

Re: Insurgents team is the worst team in the game

Post by BRZbruh »

No, no need to further nerf the best faction in the game.
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Insurgents team is the worst team in the game

Post by Grump/Gump.45 »

dcm wrote:Insurgents team is underpowered. And they have some of the worst designed maps in the entire game. I love Insurgency as a gamemode. I am an opfor whore. Whenever I can I swap to the redfor faction on insurgency maps. Except if it's the insurgent team. It's frustrating and infuriating to play as an insurgent.

Maps that feature insurgents are very easy to spawn camp or spawn trap the insurgents in. Karbala is probably the worst. All it takes is one or two combat engineers to place down mines on all the roads and little alleyways leading out from insurgent main to completely shut down the entire team. The new version of Al Basrah is much worse than old Basrah ever was. Insurgent main is far from the center of game play and it takes an eternity to get into the city. In the beginning of the round there are no spawns in the city itself which would be a great help. Most of the time there are no vehicles in main at all. Leaving the only spawns being hideouts or known caches, but the city is so tight almost every hideout is can be overrun without ever being discovered. Shahadah isn't bad, it's just mediocre. Fallujah and Kafr Halab are the only decent insurgent maps. However I'm personally sick of Fallujah because it's so overplayed.

Insurgent kit structure is the worst in the game. Look I understand the theme you're going for with the insurgent team. Common man taking up arms against a military power. But it does not work. Many of the spawn kits are weak and superfluous. Why have two 'Rifleman' kits that can drop ammo, but cant request a rifleman kit from the cache or repair bay? Sometimes I find myself needing a resupply on SPG or DSHK. RKG-3 does nothing meaningful against armor. They might destroy a jeep. But most armored vehicles will survive multiple RKG grenades. Sappers have a very low success rate. Chances are friendly infantry and vehicles are going to hit your mines before the enemy does. Why no no spawnable RPG-7? The RPG-7 is the best weapon insurgents have and at most you only get 2-4 RPG kits at a time. And they can be taken and wasted by anyone. If you have to bring up an RPG or other special kit from main it adds an extra layer of dread an anxiety.

Asset waste/loss is a big problem as insurgent. Without requestable kits, any fool can take PKM, RPK, SVD and/or RPG and lose them. Or grab the Gary/Bombcar or SPG/Rocket techie and waste them very easily. The insurgents are the only team without a man portable HAT kit. How do you expect us to take down a tank? SPG emplacements don't count, they require a hideout and the emplacement itself to be dug up. Bombcars fail more often than not. And take anywhere from 10-20 minutes to respawn. That's a long time to be terrorized by a tank or other armor.

The only good thing insurgents have going for them are infinite respawns, but that's more of a curse than a blessing.
Going to tackle this in dash points

-I am RKG grenade experienced here as i have done many Bradley and AAV on Fallujah, 2 to the back does the job on ALL APCs. 2 to the sides sometimes track it or kill it. If one RKG misses you cant kill it without help from 2nd RKG or RPG, which is why the game requires teamwork incase one man messes up. Maybe try using teamwork. Realism tactics involve 2 RKG guys rushing for more chance. Again this INS team takes teamwork to play, especially for certain weapons.

Tanks take more than 2 RKGs, i realized this the other day on the FSA vs Iraqi INS on Kafr Halab. 2 RKGs plus an RPG at the least, it forces teamwork or planning like "RKG put both of them on tracks to pin and disable it", that specific of where to hit in planning for such a beast. If i am crawling up on a tank with my RKGs and RPG shoots at it before i get there it scares tank off wasting my time. If RPG knows im crawling up to tank with RKG it can wait till i hit at least once to have better chance to disable it.

-complaints about weapons like the VZ Skorpion being weak and wanting different weapon for Iraqi INS medic. I want a better weapon too, but realize if you are complaining about that weapon being under-powered you are probably lone wolfing alone or not using teamwork of others with better weapons. Its more for self defense than fighting. If you are complaining about the weapon you depend too much on it for what it is, avoid fights, practice hiding or just run away. Although its a really nice pea shooter for sniping enemies, doesnt usually put them down but you annoy them by wounding.

-Insurgent faction with its non-request able weapons presents a challenge. New players who dont know where to get the sniper rifles at main dont get them so its almost always there, people learn about crate kit list before insurgent weapon spawns. Once somebody with that ground spawned kit dies it dis-appears after 5 minutes and goes back to main like any regular crate kit. Any kit is easily wastable whether request able or not.

-Non-requestable kits as Iraqi insurgents has me cycling and grabbing kits from the open just so i have some rifles for random shooting then my personal for ironsight sniping. We dont have infinite respawns, we have intel points. Infinite respawns term implies no consequence from death

-i agree with the new Al basrah main point. Basrah requires new strategy, i would like get experience with this plan, to have whole team stuck spawned in at main. We build a hideout south of high way behind hills with SPG in ambush plus main RPG kits incase APC comes behind the hill. This game requires teamwork, tactics and thinking. If the APC tries to cut off from south of highway it gets into SPG/RPG territory. Then there is the issue north of that far south highway. We need a 2nd hideout with SPG/road block cover for RPGs and DSHK to visually secure a sector to get the INS off that south side of highway and into city in center of map.

-Complaints about insurgent weapons. A gun is a gun, pick your caliber, you dont need a scope anywhere except your mind. No zoom but just put this tip of your ironsight on the enemy, believe in yourself cause even if they dont go down you probably hit them. In semi-auto the insurgent weapons seem more powerful but thats because each bullet hits. If there is a full squad outside i switch to semi-auto to make each bullet count. You need tactics to go with your weapons and most of those dont involve killing but surviving. The longer your survive the more you kill, the more you try to kill the less time spent surviving. Always try to escape because you will be surprised how fun that is to piss off your enemy, in the mosque 2nd floor office room there are tables to shoot under and you can jump out of those windows. Also point your legs towards hand grenades and you wont die most of time.

-If all the weapons from insurgent spawn list were request able i would have no complaints but i like the way it makes me desperate for weapons or ammo. Surviving for long periods and shooting bullets at enemy for psychological effect/messing with them costs me ammo, so i keep many kits nearby. I usually leave 60 bullets(2 mags/6 stripper clips) for sniping in my main rifle.

-My top tips for insurgent survival, dont go into situation thinking about getting kills. If you try too hard to get kills the "easy" typical way which is easy to get shot. Focus on survival and distracting the enemy for your friendlies, not getting kills. Of course when you shoot at enemy you try to kill them but how hard you try to aim dictates either the time you spend aiming, more time aiming is more time exposed with more opportunity to let them shoot you. If you dont move at all then they just line up the scope, if you move every 3 seconds rifles with scopes need to re-aim. Machine guns are a big different cause they just hold trigger down in bursts for accurate fire that doesnt spread all over the place after 20 rounds.

Which you cant aim and hit a target in one shot comfortably and survive unless you are un-seen, enemy un-aware of you which gives easy time to hit enemy without getting shot. It doesnt need to be the start of a new firefight, just a new position not being covered. Use those binocs, move cover to cover and find places to see the most without being seen at all.

Look which direction enemy is facing. If you are looking at an AR but only see his machine gun sticking out you should still shoot because he will think its accurate fire on his exposed body and move into either different angle or completely out of view. He will reduce his angle of exposure and not be set up with weapon deployed. This allows more freedom of movement for what he doesn't cover visually.

Its common sense, if un-seen enemy is un-aware of your presence until you shoot at them and they are aware of being shot at. Then they start looking for you, the timer starts ticking once they hear you then second timer for when they see you and how long it takes to line up accurate shot. This is enemy perceptual awareness which tells you what to do, its simple if you were ever BLUFOR dont forget what it looks or feels like to put an enemy down easily. You will be harder to kill as insurgent

If everyone popped up at once like the whack a mole, which only works if they arent bunched up like typical PR players. Too many enemy with scopes, you sit still to aim for more than a second like the enemy with scopes do you pop up in their view and most likely alone. If everyone spread and popped up at same time they cant get you all and limit the amount of time popped up and shooting to reduce chance of being shot. They will go "WTF and you can do it again.

Its like the arcade game whack a mole, pops out of the hole bop it with the foam hammer. Like any fight use angles to isolate enemies even if they are in view of each other, this way you control how many enemies you see. Get at least one down, this way you dont pop up for all of them

-Steps for insurgent survival, spawn in, run for cover immediately, use binoculars to visually clear danger areas, sniper mentality with those ironsights. Understand and set up in your mind different purposes for engaging, to kill, to delay, to wound, to scare, to deny, to make noise, to distract. Its not all about you, bail away from that enemy, you will survive and another friendly might kill him. This is teamwork we share kills.

Bail away from enemy fire, i see people sitting there getting shot at till they die. you dont need to kill them, bail away, go somewhere to try again. Stop going forward all the time when hitting contact, enemy will follow you into area you came through and know hopefully realizing positions of advantage to shoot through. Fall back but bring enemy with you by shooting turning around to shoot behind you, this denies enemy from peeking effectively for 1-3+ seconds while you get to next position.
Last edited by Grump/Gump.45 on 2021-03-13 07:19, edited 1 time in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
=-=kittykiller2
Posts: 77
Joined: 2017-04-13 21:08

Re: Insurgents team is the worst team in the game

Post by =-=kittykiller2 »

look
!










gump/grump less is more its a fact insurgents are under powered and their teams struggle to coordinate.
heavy assests such as they are rocket techie and bomb car require a team SCAN for enemies.
its almost hopless.
before this game bites the dust i wouyld like to see insurgent bolt actions do some real damage.

maybe make ins assets claimable would help people coordinate more
dcm
Posts: 357
Joined: 2021-03-09 03:25

Re: Insurgents team is the worst team in the game

Post by dcm »

Grump you completely miss the point. Insurgents are underpowered in most cases, not because of the sheer technological advantage that blufor factions have(although that too is a problem). The design of the team is fundamentally flawed from the ground-up. No matter how many more cools toys they're given; like rocket techies and deployable dshk. The core infantry component of the team is severely lacking. Bad map design also plays a role. The only two maps that Insurgents even have a chance on are Fallujah and Kafr Halab. And that's because they're both city maps with close quarters battles. But as soon as insurgents are forced out into the open, like outside of the city on basrah, karbala, shahadah. The situation is immediately flipped on it's head. And in most cases insurgents have to expose themselves to danger to get to an objective. It's not fun to get sniped as insurgent because you have to cross open fields against a faction with scopes, thermals and armor. Hamas and ARF are much the same way but they have proper requestable/spawnable kits to mitigate most issues. In addition to free kits in main base in ARF's case. I like the freedom that insurgents have but it's pointless if you're penalized for trying to exercise it.
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Insurgents team is the worst team in the game

Post by Grump/Gump.45 »

dcm wrote:Grump you completely miss the point. Insurgents are underpowered in most cases, not because of the sheer technological advantage that blufor factions have(although that too is a problem). The design of the team is fundamentally flawed from the ground-up. The core infantry component of the team is severely lacking. Bad map design also plays a role. The only two maps that Insurgents even have a chance on are Fallujah and Kafr Halab. And that's because they're both city maps with close quarters battles. But as soon as insurgents are forced out into the open, like outside of the city on basrah, karbala, shahadah. I like the freedom that insurgents have but it's pointless if you're penalized for trying to exercise it.
You completely missed the point I made. Its tactics and skills over weapon dependency. Everything i said was on point and in relation to what you said, no point was missed. You are missing the point of having this faction being the most under powered, different weapons, different circumstances. Its tactics and skills over weapons, thats the point here.

Enemy has scopes and thermals, their eyes are what allows them to kill you. This means your binoculars are your greatest tool in your kit to kill them, thats why every insurgent has them(except G3/Type-56 AK trip wire grenade kit). That is the balance to the force, but what about how you are going to use that tool? What method and tactics will you use to successfully use it and survive as long as possible? Binoculars leads to shooting far targets because you can see farther, you come out of binoculars and they look like little ants, little dots. The tip of your ironsight is also a dot, this is really just a complex game of line up the dot while aimed in and you can get shot by the dot.

Find something to shoot, everything is target practice, put tip of ironsight on far enemy dot. They might not go down but you likely wounded them a bit. Enjoy the little things, all the other games you play are about kills, thats not the only reason you should be in Project Reality but everything that leads up to a kill, all the pressure you put on your enemy. If he comes towards you send some bullets his way, send him another way around and escape to do it again.

Sniper tactic 101 from the History channel, "Snipers fire from the back of rooms to avoid being seen, not standing against windows to look like a picture of a person hanging on the wall outside the building". Now you will only get shot from where you are looking at or another window in the room you are unknowingly exposed to a specific angle enemy just happens to be and see you. The finest detail on where to stand in the room how deep in room and angle of window. Then once you learn about Simo Hayha with iron sights you learn sniping happens with iron sights. Then if you learn about history of sniping you will realize it was first done with iron sights. History and real skills apply to this game, if you dont think you probably dont use them.

You are making complaints about players who dont know how to use these weapons, not the weapons themselves. The weapons are fine, just use them the way they get kills. You are also a weapon, that is the weapon there is a problem with here. Your mind and outlook on a powerful enemy, you are making complaints and not solutions with what you are given, you spend more time thinking about complaints than solutions. You type long complaint, i type long solution. https://knowyourmeme.com/memes/yoda

Suicide vehicles great example, people who dont know how to use it dont stay out of view until final stretch after final area on path of concealment to target. Then its little things like crashing and vehicle gets stuck, this is why skills are needed like "Tactical driving". I use this every time to avoid crashing for long periods. https://www.youtube.com/watch?v=L3cQFsX ... i&index=29 .

If they speak english they can learn from the Squad Teamwork playlist. If they dont speak enough English to understand everything they can learn from the pictures. You complain about the players using the weapons not the weapons themselves.

-I gave you a solution to every problem you listed and restated here. Getting killed over open ground on Karbala and Basrah. Just like how we have a trans squad on AAS, we need a techi squad. For maps like Karbala against the flying tank CAS Polish HIND, 2 techis support at least 1 stationary DSHK defending the cache plus the AA kit all spread out in view of each other so when chopper comes in view of one its in view of all. Goal #1 is to kill it, and #2 is keep it at bay on its toes. Solved the chopper problem of killing infantry over open ground who are in that area to be supported by your assets. If you arent there then its your fault, you just had to be there.

Isolation from assets who dont use teamwork like a single techi going to hunt that HIND will not do enough damage, dont hunt alone and take fire power and man power of a techi to hunt CAS. That would mean if somebody did that it would take more man power to get another techi manned and moving if there was one. They techi getting shot or aimed at by CAS cant sit still. You need a tripod of machine gun fire going up at the chopper to get it down in the window of time the CAS pilot provides you to kill him on attack runs before he runs away. Say what needs to be done.

Then APCs dealt with SPGs stationary, techi SPG, RPGs, RKGs playing dead in open cycling kit every 2 minutes, all this defending the cache. Those RKG kits can ambush infantry with their AKM if they walk by too, either next to or directly on them. They play dead with buddies in view to monitor what goes on behind where you cant see them, but you can hear them. Ive had lone LAT kit RPG walk by me and i kill him then i get his RPG to kill APC(i miss alot under stress/misjudged distance aim point/get shot taking too long to aim, i prefer RKGs). TEAMWORK. Of course its harder with 2 caches but we usually decide to let one take the brunt anyway.

For killing assets you need distractions, even provided from yourself. I kept pinging bullets off an APC on Fallujah as crawled up to it to keep it interested in scanning the area so it would sit still. I shot at it through the grassy fields on its direct bearing. It barely moved and i got it.(Continued in SECTION 1A)

-Stop sitting still for scopes, use camouflage, engage until seen or shot at, run away, fall back, hit and run. Get satisfaction not just from killing, but escaping, manipulating your enemy and what they do. If you felt scared like you are playing horror game enemy feels that too, know this and manipulate it even when alone. Dont be an easy kill, be a scary thing to even look for. Fear is determined by how many you hurt, how damaged they are, how many are left, what you did and how how you hit them.

Doing it again falling back to another position is just a slap to the face, sometimes you cant even engage for longer than 1-5 seconds, if they see you suddenly just shoot as you bail away. This is the 3-5 second ambush concept, longer you engage the more likely you will die, if you repeat this concept of 3-5 second engagements and repeat that time of hard hitting ambush stacks up on the enemy with them going down or getting more on edge. If everyone did that those 3-5 seconds are going to add up and a lot can happen in 3-5 seconds. Some times you may get none, sometimes you may mess up but always fall back to try again, dont keep going because its worth it for getting those kills and bringing enemy into your friendly using the enemies own aggression. If they are cautious that is satisfying. https://www.youtube.com/watch?v=3HNeLy0 ... =46&t=285s

Keep them following you and bring them toward friendlies to help. Instead of friendlies coming to you and the player crying "help you useless guys" when its his fault for lone wolfing too far a initial distance from that help. If you cant fight them and you are asking for help you should probably run, dont get cornered escape there is always a way (2nd floor balcony, windows, connected roof tops/shop over hangs to drop down to). No awareness to that detail and many others for many people.

Reset ambush advantage that got you easy kills and satisfying panicked enemy movements. Even if they revive then if they get wounded and dead dead after revive that is 3 tickets. Let what happens happen, even if we lose we want lowest number of tickets. In real life insurgents rarely won, thats fine, do alot of damage. Thats my mindset to reduce frustration of losing after fighting hard. I almost always see wins when i play, 50% of time at least if im on my game.

I noticed easier wins by having the name "IRON SNIPERZ" as a squad, people see that and it encourages sniper behavior. I say the "Sniper mentality" thing you see and it does it even further with explanation. Lead people with instructions to use across battlefield and just list skills to use. Camouflage, hit and run, shoot from under tables/bed, jump out windows, escape, reset ambush advantage even if you fail to kill anything. Escape and frustrate your enemy, deeper they search longer they dont find you, the more stressed and confused they are knowing you escaped.

-Close quarters battle for insurgents does go well only if done right. Direct head on fights, because you know most BLUFOR move in full squads are not good because you cant last that long. People need to try the tactics they may have heard just the term of before(camouflage/hit and run). Try escaping after doing damage, its very fun and you can reset the same kind of ambush where you put down a one or a few fast. Manipulate what your enemy perceives and says "where is he? He gone."..."Oh not this again". Let them revive if you cant get more players to help you, if alone just fall back. You get 1 ticket down per wounded, so if they get wounded again and go dead dead thats 3 tickets down for that spawn.

They will search for you in frustration when you arent found and run into your other team mates. My favorite escape routes are 2nd floor balconies and connecting roof tops with shop overhangs and signs to jump down from. Problem is un-skilled players not knowing how to engage, start un-seen with an advantage, do whatever you can to do damage to them without getting shot yourself. Fall back to reset your advantage, the longer you engage with them shooting at you after the initial element of surprise for few seconds you risk getting shot and having to respawn and travel to do it again.

This is the concept of hit and run tactics, guerilla warfare which people tend to have a hard time grasping or imagining without camouflage of jungle type terrain. This video on 3-5 seconds by Vietnam Veteran Mike Mah will teach you, just apply worded concept to fold around the terrain and situation you are in.
https://www.youtube.com/watch?v=3HNeLy0 ... i&index=46

-nothing is wrong with insurgent weapons. Need a machine gun? Get 2 insurgents with AKs, dont got enough RPGs? get 1 or 2 guys in each field crawling as mobile mines as a concept with RKG to take down tanks and APCs. Remember like i said you need at least 2 guys to do this cause the damage, the weapons arent bad that just require you to use teamwork because its not about the individual. Maybe if 2 RKG could track it if you hit the same track twice. But teamwork is key. Maybe you are missing the point.

-Infantry component of insurgent team does change, it is more freedom but that freedom ends where you have enemy in areas that you cant reach them. You dont go around hunting enemy on map, you use cache as bait and keep eyes on all paths. Positioned so you can see outer perimeter and inner perimeter, cache should be in sight or you should be in sight of someone in view of cache. You can see if someone is shooting toward enemy towards it, people already notice and use these details.

- Insurgents need to use their ironsights as snipers, everyone a sniper. I suppress alot but i highly respect accurate fire out of an iron sight, I tag alot of enemies and encourage doing damage to them any possible way with minimal to myself. If minimal risk is presented to me while i damage enemy that frustrates them. If they are chilling in hard to reach place dont give them easy kills to make them stay giving intel. So use psychological thinking, dont attack them over open ground moving. Use bushes, terrain features that remove the outline of your body, something to shoot through so you are un-seen. Dont satisfy them with easy kills, frustrate them.

SECTION 1A

Other times when i shoot armor with bullets and project the feeling towards them that it could be an RPG that hits him next but he cant see because if i can do that then so can RPG. Doing this usually has somethign kill it after, it gets scared and moves when i project the feeling. If i dont project the feeling of the thought then it sits still for me. Spiritual warfare based off psychological warfare of what enemy thinks to control what he feels.

I project a feeling based off the physical thing i do which translates into a enemies thought. We humans think the same things at times if you noticed in strange ways where nothing was there to make us share the same thought at the same time, just thinking the about the same thing in the same room. Of course somebody needs to share their thought to be like "i was just thinking the same thing about this random thing too". Happens with my friends and family alot so i just start sharing my thoughts and we be like "i was just thinking about that" or "i thought about that earlier today and now i am again". ."oh me too, earlier today and now, thats why i brought it up". We examine this, we know who we are without the body, we are one in sync.

But here we have something in common between these thoughts so its easier to project based off subject of bullet, tank and could be RPG. Here is how I feel it. What does the thought of "that could be an RPG next and not a bullet" translate into feeling? Like knowing it without words but by the raw of what it is. I want you to feel that and project that feeling of the thought to enemy. Try it by shooting tank without projecting the feeling like most always have if they do, then try it with the feeling projected. Just feel the feeling in yourself when you do it for starters, then feel it. Sometimes people are stupid though and dont even realize the physical threat or possibility of RPG in first place. They probably feel something of what you are project but ignore the feeling of it then pay for it. Ever had that happen? You ignore a feeling telling you to do something and you pay for it? https://www.youtube.com/watch?v=9j0hYHhnTqw

I also distract this way to keep APC still for other people to kill it, distract for each other. The whole concept of these tactics is saving and mutually supporting each other. Enemies job is to kill you so naturally everyone is always a distraction for the other but somebody needs to make use of that distraction to either kill enemy or back enemy off to save friendly so he can move if his position is locked down by scopes. If one of those MG techis i said to use for CAS is hit you still got the stationary and other techi plus AA kit. Its all same deal. Divide the fire and attention of the enemy, this is great for woodland battle but applies everywhere else especially in terrain like Karbala or Basrah.

If you read all this or skimmed through getting just as much knowledge, I thank you for your time and now spread the knowledge. Use the best wordings to teach effectively instructionally and demonstrate. Now lock all the knowledge into your subconscious. ---> MK ULTRA PROGRAMMING VIDEO https://www.youtube.com/watch?v=eUGnQh5 ... &index=295
Last edited by Grump/Gump.45 on 2021-03-14 20:01, edited 22 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Insurgents team is the worst team in the game

Post by Grump/Gump.45 »

=-=kittykiller2 wrote:look
!gump/grump less is more its a fact insurgents are under powered and their teams struggle to coordinate.
heavy assests such as they are rocket techie and bomb car require a team SCAN for enemies.
its almost hopless.
before this game bites the dust i wouyld like to see insurgent bolt actions do some real damage.

maybe make ins assets claimable would help people coordinate more
I agree, insurgent bolt actions need to be equally powered. I pointed it out in the Garand 1 shot post it feels like something changed. I made a whole post on the 1 shot Garand about FT lbs of energy delivered to a target as a reason for it to be 1 shot or at least make the enemy bleed out their final seconds. Barely enough time to get to cover and drop a patch. 500 FT-lbs for un-armored targets and 1000 FT lbs for armored targets. .303, 7.62x54 mmR and .30-06 are well within that range under 1000 meters. As the bullet loses energy over travel it stays well above 1000 FT lbs to do its job down range.

Anybody got any college papers they need written?
Last edited by Grump/Gump.45 on 2021-03-14 09:42, edited 1 time in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
dcm
Posts: 357
Joined: 2021-03-09 03:25

Re: Insurgents team is the worst team in the game

Post by dcm »

Teamwork can not make up for Firepower.
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