[Gameplay] Insurgency updates

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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Gameplay] Insurgency

Post by CodeRedFox »

[R-COM]Outlawz wrote:If Insurgents can reach it to deploy it there, so can you.
And even if you couldn't, you still got armor to shell the spot, area attacks, grappling hook to climb, grenadiers...
You sound so sure, code the bf2 engine much? Seeing as ReaperMAC is a lead tester I'm sure he knows a little more about problems that arise. Think of it this way, its kinda hard to destroy/shell an are if you don't even realize its glitched into a building.

Partial List of issues:
- Players not placing it
- Players not placing it in a given time
- Glitching
- Random PR penetration issues
- Bad players
- Gameplay thoughts
- Gameplay workarounds
- Many more

If we find that its not exploitable it may be something we look into. But fool proofing it isn't always easy or possible. Hopefully this is something we can do in the future.

But for now this has nothing to do with the upcoming release of 0.85 ;-)
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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

Re: [Gameplay] Insurgency

Post by baptist_christian »

'[R-DEV wrote:CodeRedFox;871681']You sound so sure, code the bf2 engine much? Seeing as ReaperMAC is a lead tester I'm sure he knows a little more about problems that arise. Think of it this way, its kinda hard to destroy/shell an are if you don't even realize its glitched into a building.

Partial List of issues:
- Players not placing it
- Players not placing it in a given time
- Glitching
- Random PR penetration issues
- Bad players
- Gameplay thoughts
- Gameplay workarounds
- Many more

If we find that its not exploitable it may be something we look into. But fool proofing it isn't always easy or possible. Hopefully this is something we can do in the future.

But for now this has nothing to do with the upcoming release of 0.85 ;-)
how about just giving the commander a set amount of time to place it, and if he doesn't place it within the given time the server does it for him?
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [Gameplay] Insurgency

Post by STORM-Mama »

baptist_christian wrote:how about just giving the commander a set amount of time to place it, and if he doesn't place it within the given time the server does it for him?
And if that doesn't work you can make it so that brits/americans won't loose any tickets until the cache is placed?
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Re: [Gameplay] Insurgency

Post by V3N0N_br »

Aks74u

:D
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Snares
Posts: 342
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Re: [Gameplay] Insurgency

Post by Snares »

I think the kit variations look very nice. This will greatly improve the gameplay in my opinion.

I am also hoping that the collaborator spawn times will be changed in the next release...I sometimes want to be collaborator but as it is most of the other team is more than willing to shoot me and I don't like the 280 second wait time. :-P
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Gameplay] Insurgency

Post by mp5punk »

wait theres taliban and insurgents now? wow nice!
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moj
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Re: [Gameplay] Insurgency

Post by moj »

mp5punk wrote:wait theres taliban and insurgents now? wow nice!
That's a point, did the DEVs actually find someone who speaks Pashtun for the voice acting?

I can understand if it's still Arabic though, that's gotta be pretty hard to find. :)
STORM-Mama
Posts: 735
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Re: [Gameplay] Insurgency

Post by STORM-Mama »

moj wrote:That's a point, did the DEVs actually find someone who speaks Pashtun for the voice acting?

I can understand if it's still Arabic though, that's gotta be pretty hard to find. :)
https://www.realitymod.com/forum/f18-pr ... rrier.html

And is it really that hard to find people speaking pashtu? IIRC there are quite alot of Afghans living in the UK.
moj
Posts: 198
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Re: [Gameplay] Insurgency

Post by moj »

STORM-Mama wrote:https://www.realitymod.com/forum/f18-pr ... rrier.html

And is it really that hard to find people speaking pashtu? IIRC there are quite alot of Afghans living in the UK.
Thanks for the link man :)

Hopefully Rafik has been working with the DEV's for 0.85, I know he's not 100% fluent or even a native but it's better than Arabic. Also, that's a fair point about Afghans over here, I live just over amile down the road from Europe's largest mosque. I bet I could find one or two there! Unfortunately religion scares me ;)

Now we just need a Chechen, I hear Norway has a fair few.
mongol-horde
Posts: 166
Joined: 2008-04-11 00:34

Re: [Gameplay] Insurgency

Post by mongol-horde »

moj wrote:Thanks for the link man :)

Now we just need a Chechen, I hear Norway has a fair few.
try russia... there is also a few.
Waaah_Wah
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Re: [Gameplay] Insurgency

Post by Waaah_Wah »

moj wrote: Now we just need a Chechen, I hear Norway has a fair few.
No..? Not that i know of atleast.
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Gameplay] Insurgency

Post by SocketMan »

hiberNative wrote:i bet a lot of russian weapons were left some in the afghan area after the soviet war. but something tells me they prefer to use a unanimous caliber like the 7.62x39.

they have all kinds of weapons tbh, but armalite vs armalite would be boring.




well the ak101 has a smaller recoil than the ak47 in PR right now so i expect the 5.45x39 to have an even lighter recoil.

These might be the old picks from the 70's-80's when US was suppling weapons for
aid the war in Afghanistan against the local Communist government that was "backed" by USSR.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: [Gameplay] Insurgency

Post by AnimalMother. »

all looks very nice!

i read through the G3 banter quickly, and would agree with giving it to the squad leader, would be a nice way of limiting its use and still have its representation on the field.

as for the players spawning what i was think that when a cache is placed on the field it has several random spawns near it (like a max of 4 or 5). when its destroyed those dissappear and when a new cache is placed then it has more random spawns (like the old ones that can be knifed)

this will allow the ins to defend the area and then give them the oppurtunity to engage guerilla tactics when the BLUFOR move into the area, being able to come from several locations

and from the BLUFORs point of view they will no longer be getting undefended caches and it will feel like fighting against far superior numbers with enemies coming from everywhere.

all this is just my opinion and thoughts, it might have already been suggested.

looking forward to the variety of weapons, like AKS74u and RPK varient.
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mp5punk
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Re: [Gameplay] Insurgency

Post by mp5punk »

that ak74 u looks pretty badass!
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Redamare
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Re: [Gameplay] Insurgency

Post by Redamare »

the G3 blows monkeys :( grr just keep a regular ak 47
Eagle345
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Re: [Gameplay] Insurgency

Post by Eagle345 »

Ok
1. AK W/BAYONET FTW !!!!!!
2. G3 (pretty cool but i would say get the FAL from the IDF mod you see those in insurgents hands more often than a G3) but thats just my 2 Cents
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Terry Tibbs
Posts: 48
Joined: 2008-12-17 17:13

Re: [Gameplay] Insurgency

Post by Terry Tibbs »

Eagle345 wrote:Ok
1. AK W/BAYONET FTW !!!!!!
2. G3 (pretty cool but i would say get the FAL from the IDF mod you see those in insurgents hands more often than a G3) but thats just my 2 Cents
I have to disagree, on both of those counts.

1. I've not been able to find a single pic, of an insurgent with bayonet fixed to an AK. This is unsurprising, since it's not trench warfare and a bayonet deaccurizes the weapon due to balance issues. The 7.62x39mm AK (and SKS) is inaccurate enough as it is, compared to the likes of the M16 and M4.

2. I've seen tons of pics of the G3 in Iraq, yet don't recall a single FAL. Again, unsurprising, considering the G3 is license built in 2 neighboring countries (S.Arabia and Iran). Yet the FAL, has never been issued in a large capacity in the region, unless you include Israel in the 60's and 70's, strangely ex-IDF FALs don't seem to be making their way into the hands of Iraqi insurgents ;)
dbzao
Retired PR Developer
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Re: [Gameplay] Insurgency

Post by dbzao »

There will be an AK47 without bayonet.

G3 will be limited to the Insurgent Cell Leader.
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: [Gameplay] Insurgency

Post by random pants »

[R-DEV]dbzao wrote:There will be an AK47 without bayonet.

G3 will be limited to the Insurgent Cell Leader.
Ugh...really? Why?


I don't see why everyone is going ape-shit over the G3 being in a spawnable kit.

As it is now, it's not that the G3 is so good, its just that the AK sucks so bad with its trash-sights.

Since .85 is going to have very usable AK sights, the G3 isn't going to be that much better, in fact it may even be worse overall.


Why take away the big selection guns like u had it in the first page, I was looking forward to it, it owuld make INS maps even more unique.

is the G3 really going to dominate the AK so much that only the CL should be able to have it?

I'll take whichever gun has the better iron sights....that's pretty much the only thing I care about.

I say whichecer has the best
Conman51
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Re: [Gameplay] Insurgency

Post by Conman51 »

[R-DEV]dbzao wrote:There will be an AK47 without bayonet.

G3 will be limited to the Insurgent Cell Leader.
sweeeeeet im fine w/ that
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