[Gameplay] Insurgency updates

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Gameplay] Insurgency

Post by gazzthompson »

fail for them. played ramiel recently, loved having 4 hideouts :D
Spec
Retired PR Developer
Posts: 8439
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Re: [Gameplay] Insurgency

Post by Spec »

why not just allow editing in this forum?
Actually, I remember a Dev saying they wanted to change that or something.
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Gameplay] Insurgency

Post by sakils2 »

why did you just include this post in prevois instead of saying "not good ??"
What?
gazzthompson
Posts: 8012
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Re: [Gameplay] Insurgency

Post by gazzthompson »

sakils2 wrote:What?
ok... instead of just saying "not good" which is not a constructive response hence the response from DB, you should of said what you later said after my response:
not good..... Because G3 is removed thats why! INS don't have a good long range weapon.

We already have maps where caches spawn in a middle of a desert. How can we defend against BLUEFOR if they shoot us from 300 metres? AK47 won't help you, SKS won't help you iether.
mp5punk
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Re: [Gameplay] Insurgency

Post by mp5punk »

true
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HughJass
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Re: [Gameplay] Insurgency

Post by HughJass »

i hope the ak GL still stays, i really like using the grenades as insurgent for some reason.
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dbzao
Retired PR Developer
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Re: [Gameplay] Insurgency

Post by dbzao »

Try to look at it through my eyes.

First, we have to listen to all this bashing of 0.8 changes (like every release), about how insurgents were ruined, they weren't fun, too difficult, etc, etc, after we tried to add some requirements of teamwork to their side.

Next, we try to come up with some changes to help out, like updates to intelligence, penalties, etc, to make the insurgents better at what they are supposed to be doing, defending the caches.

Then, with the new influx of weapons for the russians and taliban, we think the community would like the addition of more weapon choices for the insurgents, and of course, get bashed again for the selection. We think it over and agree that the G3 should be more scarse, so the best option is to give it to the cell leader or not give it to anybody at all. No we don't want to make another pickup kit. Also we finally got the new AK47 variant without the bayonet and that will be the default one again.

So I end up thinking it would be good to stop the conversation around the damn G3 in the Insurgency thread and post a little update. And then I get a simple response "not good" without any explanation why. I don't know your age, but if you are/were in school, how would you feel about working on a paper and getting it back from the professor with a bad score and just the comment "not good"? Wouldn't you feel a little pissed off?

So forgive me for being a little rude after all the work, reading all the comments, considering the complaints, discussing with the devs, doing all the changes, testing, uploading, and even having the courtesy to post back because it was moving the thread to a G3 discussion and not Insurgency discussion.

We only ask you to think about it a little more and post relevant more thoughtful complaints.

PS: The bug where insurgents can only place 2 hideouts was fixed in a 0810 python hotfix released right after 0.8 in the server admins closed subforum. If the servers didn't update them, it's their fault.
Scot
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Re: [Gameplay] Insurgency

Post by Scot »

I agree with that decision! Very good option and makes having an SL in Insurgency all the more important :)
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Ainslie
Posts: 56
Joined: 2008-02-19 18:39

Re: [Gameplay] Insurgency

Post by Ainslie »

SWEET.

That is all.

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Meester
Posts: 154
Joined: 2007-07-15 00:05

Re: [Gameplay] Insurgency

Post by Meester »

This and West Fallujah. Can't wait :P

Hopefully the suicide cars in regards to attaching ieds to the civi vehicles and/or technicals will make a return. Maybe bikes also? Do civis give the enemy penalties if a vehicles kills and/or runs them over? If not, I hope that will change in the future. I don't think Iraqi civilians being run over by humvees should be any different to them being shot at :)
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Gameplay] Insurgency

Post by SocketMan »

Snipers are a bit of concern in Iraq, yet most maps have only a few SVD's
and (I could be wrong here) the insurgent SVD seem like a different weapon
compared to the militia's SVD

If you look into the SVD scope and SA-80 the latter has better optics -which
seems a little odd.

Now if SVD's were that bad - surely the insurgent snipers would not be
a concern.

Now 1st about the G3 for squad leader only - why? Because a few kids here complained? :razz:

Second, iron sights G3 is a long range weapon ? wtf since when?

The one with the scope - sure but iron sites - please.

Let's say that SL gets a G3 because these are "rare" in Iraq and the pics posted had 5:1 ratio of AK to G3,well how many AK47 (and derivatives) were
made in the world and how many G3's ?

I would guess and say that the ratio is at least 5:1 probably much higher.

My favourite SL kit of all times was the militia officer with SVD and grapple why not make that a default for the insurgent SL's ?
Le_Damner
Posts: 105
Joined: 2007-09-19 11:24

Re: [Gameplay] Insurgency

Post by Le_Damner »

Also, can we have an idea of the DEV's point of view about the respawn time of the civilian ?
It have been asked a lot of time here and I can't find a clear answer to that question. I think 100 seconds is very long. :confused:
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masterceo
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Re: [Gameplay] Insurgency

Post by masterceo »

SocketMan wrote: My favourite SL kit of all times was the militia officer with SVD and grapple why not make that a default for the insurgent SL's ?
agree, it wouldn't hurt the gameplay if there was 1 SVD per 3+ man squad

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Ondskan
Posts: 148
Joined: 2008-10-01 15:44

Re: [Gameplay] Insurgency

Post by Ondskan »

VERY GOOD IDEAS! Please also consider my idea for the caches, I beg of you!
At least point 2 and then it will be perfect I think.

VERY VERY GOOD IDEA to give the civilians something more to do. I think that maybe one more thing is needed (perhaps the Civilian could be the one that knows where all caches are in the game?)

Here's my thread: https://www.realitymod.com/forum/f18-pr ... aches.html
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [Gameplay] Insurgency

Post by Raic »

Next time, read ok?

1. If all 3 caches are revealed, the coalition stops gathering intelligence points. The gathering continues once a cache is destroyed and a new one is available. This will stop the instant revealing of caches we have seen in v0.8, that didn't give a chance to the insurgents to organize a defense.

2. Once the coalition receives enough intel to reveal a new cache, the insurgents will know it 3 minutes in advance. This change in addition to the first one will give enough time to insurgents to move and prepare for defense.
Outlawz7
Retired PR Developer
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Re: [Gameplay] Insurgency

Post by Outlawz7 »

masterceo wrote:agree, it wouldn't hurt the gameplay if there was 1 SVD per 3+ man squad
Depends on how accurate the SVD would be.
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Nitneuc
Posts: 490
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Re: [Gameplay] Insurgency

Post by Nitneuc »

Bad idea IMHO
Marksman rifle for SL = morons creating squad they won't lead at all, to get the l33t Dragunov.

SVD are fine as they are (pick-up kits).
Many thanks to everyone involved in the making of the best videogaming experience ever !
Gu^n3r
Posts: 248
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Re: [Gameplay] Insurgency

Post by Gu^n3r »

Nitneuc wrote:Bad idea IMHO
Marksman rifle for SL = morons creating squad they won't lead at all, to get the l33t Dragunov.

SVD are fine as they are (pick-up kits).
+1

they are marksmen kits after all, remember the insurgents are usually an untrained force of civilians bearing guns, they arent soldiers and therefore dont know how to correctly use them all the time.

also all the current pick ups are limited pick ups for a reason, there isnt a great supply of them compared to the infamous ak47.

also a squad leader needs to be able to put down dog boxes and lead his men, not hide round back with his svd sniping (probaly not hitting anything).
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SocketMan
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Re: [Gameplay] Insurgency

Post by SocketMan »

Le_Damner wrote:Also, can we have an idea of the DEV's point of view about the respawn time of the civilian ?
It have been asked a lot of time here and I can't find a clear answer to that question. I think 100 seconds is very long. :confused:

I think it's back to 10 seconds if shot by the mercenaries.
Nitneuc wrote:Bad idea IMHO
Marksman rifle for SL = morons creating squad they won't lead at all, to get the l33t Dragunov.

SVD are fine as they are (pick-up kits).
If your SL is a moron - find another squad and the moron SL won't get the SVD
without a squad.
Gu^n3r wrote:+1

they are marksmen kits after all, remember the insurgents are usually an untrained force of civilians bearing guns, they arent soldiers and therefore dont know how to correctly use them all the time.

also all the current pick ups are limited pick ups for a reason, there isnt a great supply of them compared to the infamous ak47.

also a squad leader needs to be able to put down dog boxes and lead his men, not hide round back with his svd sniping (probaly not hitting anything).



In RL yes but in PR SVD is the only weapon with a scope (other then the trophy)
available for Insurgents.
Google: insurgent sniper iraq


here is taste


Video shows snipers' chilling work in Iraq - CNN.com
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