nex911 wrote:I've been playing insurgency religiously since it first debuted in PR. However, it seems to me that the new rules encourage the US/Brit/IDF team to simply zerg every cache they have intel on. Giving them 25 tickets per cache means they can effectively throw more than 3 full squads at a cache and lose nothing. On top of that, there are fewer caches to defend (7 down from 10).
This is supposed to be reality? If you throw 25 men to die for a single cache, we will reward you with 25 more bodies to send into the meat grinder. The allies should be working to save every ticket, not throwing them away to get more.
Insurgency was slightly balanced in favor of the insurgent side in 0.8, but the new rules completely skew the balance such that the insurgents seem to win less than 1 in 10 and that's only on specific maps. I seriously hope this is addressed because currently the insurgency mode seems hopelessly broken. Unless the allies are just idiotic and constantly crash choppers, hit mines, etc they really cannot lose.
-nex
totally agree Nex. I only play 20 minutes of BLUFOR every 3 months or so, the rest is completely dedicated to INS.
Seems the DEVs are pro BLUFOR and is turning PR into a "BlackHawk Down" paradise - i.e. it caters for the weekend warrior types who naively believe BLUFOR power and gadgets will overcome all instead of working for their victory.
And it doesn't look like this disillusioned school of thought is gonna disappear any time soon.
In the last three versions we've seen INS weapons get nerfed and nerfed and nerfed EACH time while the BLUFOR get better weapons/assets/features with each version (only exception being the m249 which was slightly tweaked from a 500m burst fire laser sniper rifle into something more realistic - AND NOTE: DEVs camp were amendment prior to the introduction of the m249 (against the forewarning of many) that it would be perfectly balanced. wrong.
the problem stems from: 95% of BLUFOR culture consists of 3 things: 1. asset/kit whoring, 2. complete lack of basic tactics, 3. complete lack of initiative. And the kicker - the DEVs are actively encouraging this with each version by skewing the balance in every respect towards BLUFOR.
1. asset/kit whoring: simple, noobs believe that by having the HAT/Sniper, (insert limited kit/asset of choice here), scope/ACOG, they will be invincible, will be able to shoot the enemy from 300m and with the (insert limited kit of choice here) they will overcome all.
- In reality it doesn't work like that. If you can't bloody well survive on the battlefield with just ammo and open sights you have no fking business taking a special kit/asset WHICH REQUIRES MORE SKILL to properly use.
2. complete lack of basic tactics: Give a BLUFOR open sights and watch him go into anaphylactic shock. Tell him to assault that building and again watch him keel over. Ask him what he would do if ambushed and listen as he calls for APC/Humvee/Blackhawk support. Generalising but again, the problem is there's no basic tactics in BLUFOR and each version of PR makes it easier for BLUFOR to do the least amount necessary. Hell now with the UAV it's even easier to just drop a blackhawk onto the cache rooftop or send in the LB to flatten said building, cache destroyed, voila.
- Oh and just in case anyone was overly adamant that BLUFOR do indeed work very hard to find the caches... it's very common for BLUFOR to get mumble/vent intel from their clan mates/bed-buddies on where exactly the revealed and unrevealed caches are.
- v0.9 introduced the new FOB and RallyPoint system. What's the current state of this? It's akin to a patient rejecting his newly transplanted liver. BLUFOR players hate it and still mostly rely on blackhawk airlift/APC transport rather than (as it should be) WORKING for their victory by building/securing/guarding FOBs from which to attack.
3. complete lack of initiative: most of the time BLUFOR infantry simply holds 500m from the target/cache location and waits for either the LittleBird or Tank or (insert heavy asset of choice here) to completely flatten an area before they even CONSIDER moving in and actually making contact with the enemy. Part of this again stems from 1. asset/kit whoring - he doesn't want to lost his precious (insert limited kit of choice here).
Why
DID insurgents win most of the time prior to v0.9 = because they rarely had 1, 2 or 3.
1. asset/kit whoring: wtf is an insurgent I going to do with a RPG that's fking useless beyond 100m and his only backup weapon (for most INS special kits) is a knife/rock? And that special car or bike? The damn thing will most likely blow up and kill the insurgent before he gets to the target area. Insurgents make do with what they have - these being AK47s, grenades, IEDs (used to) and molotovs. The odd case of kit/asset whoring (sniper/artillery IED) is mostly due to noobs that keep on wasting the kit.
- A BLUFOR's first response is I NEED THAT (insert limited kit/asset of choice here) IN ORDER TO WIN!
- An insurgents first response is more like I NEED MORE AMMO TO WIN!
2. complete lack of basic tactics: since insurgents have the most basic weapons known to man and alot of the special kits are nerfed, they don't have that mind-set of getting a special limited kit which will solve all our problems. They rely on applying the fundamentals, making due with what they have and learning to use these well. Insurgents employ their weapons and tactics in such a way as to leverage their strengths and avoid situations where they are weak.
e.g. an insurgent that knows what he's doing will quietly follow a BLUFOR squad and rather than open up on them from 150m out will get so close he can touch them. His open sights are useless at 150m. Only once he's close will he empty his magazine into the nearest targets and try to make it out alive.
e.g. an insurgent sapper that's surprised by enemy BLUFOR patrol will (if he knows what he's doing) get down, get in cover and wait for them. And when he fires that piece of sht SKS of his, he will focus on one round one kill because the enemy has full auto, and he doesn't.
e.g. Insurgent squad leaders actually actively communicate and work with each other - they have no god damn blackhawk which can quickly transport them to the target area so they alert nearby squads and on the whole work together, including building/rebuilding hideouts.
3. complete lack of initiative: since insurgents are fkked in most departments they have to employ initiative to survive and win. Insurgent squads ("that know what they're doing") will have a civy as a lookout, use the squad leader as a backup medic source, will use hit-and-run rather than full-on-frontal. They'll at least try and hide their FOBs because BLUFOR has UAV (btw nice work on the new v0.9 hideout placement code - it now needs a clear area the size of a parking lot before it'll place). They'll try and mine/IED an abandoned BLUFOR vehicle etc etc etc.
As I said earlier: And it doesn't look like this disillusioned school of thought is gonna disappear any time soon.Some new additions courtesy of v0.9:
- V0.9 IEDs and RKG anti-armour grenades = complete. utter. fail.
-- IEDs are now glorified hand-grenades with radio detonaters. pretty fking useless.
-- RKGs now do fkall damage to soft skinned vehicles. a truck/humvee can take a RKG hit to the front windscreen and drive on with no problem. pretty good vehicle designs if they can defeat a weapon that's supposed to be able to penetrate 125mm (4.9 inches) of rolled homogeneous armour plating.
- Hell, even the BLUFOR shotgun is now super accurate with near non-existent recoil and a very low buckshot dispersion pattern - while the insurgent shotgun is damn near useless (more so than in v0.8.)
- 7 caches and 25 tickets each = ridiculous.
I'll settle for 8 caches, 15 tickets each and ONLY ONE cache EXISTS in he game world at any one time = that includes revealed and unrevealed - combating that fking annoying problem of players telling the other team where exactly the caches are through using VOIP/multiple accounts.
Leeu