Insurgent suggestions

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

Insurgent suggestions

Post by dcm »

Insurgent team is the worst team in the game. Completely under powered. They are the only unconventional faction that can not request or spawn in with necessary kits. The maps they are featured on have long sight lines, advantageous to scopes and machine guns. Complete hell for insurgents with no armor. Other unconventional factions don't have the same problems because they have plenty of cover, plenty of transport, with request-able and spawn-in-able kits, And in ARF's case also have kit pickups at main. Why shouldn't insurgents have the same?


Insurgent kits need a complete overhaul.

What insurgents needs most of all is a spawn-in-able RPG kit. Limited like a normal LAT kit. Only one per squad. But add an extra rocket, because the RPG-7 is used as a primary weapon and badly needs it. Add to the kit request screen as 'Rifleman Anti-Tank.'

Insurgent with Ammo: Merge both ammo bag kits into one. SKS for standard, and Lee-Enfield for alternate. Add this kit to the spawn kit request screen as 'Rifleman.'

Insurgent with RKG: Probably the most used insurgent kit. Keep standard the same. Give alternate the G3, one frag and an rkg.

Insurgent with Smoke and Grenade trap: Least used insurgent kit IMO. Give this kit the 870 and Mosin, and double up on frag and smoke grenades to compensate for loss of automatic firepower.

Officer, Medic and Sapper. I'd leave as is. They're fine for now.

This way the weapon variety stays the same. You just lose repetitive AK variants.

I would not mess with pickup kits in anyway. Keep them as is, but I would add variants of pickup kits to the request kit menu. The only difference being that requested PKM, RPK, SVD, Scoped; Lee-Enfield, SMLE and Mosin, get a shovel instead of a pistol. Only those found at cache or at spawn have pistols. AA remains unchanged. The combat engineer does need a pair of binoculars. Requested combat engy needs to be radically different to the pickup variant. Standard needs to be like a blufor faction combat engy. Except with an AK. And alternate needs to be like syrian combat engy.

Insurgent team is the only team without any sort of Heavy Anti-Tank Kit. An oversight which makes dealing with tanks and heavier forms of armor near impossible. I believe that should be rectified. Insurgent HAT kit has to be request-able only. Standard should be given the SAKR Cobra Heat rockets and Alternate has the Iranian tandem heat rockets.


Insurgent vehicles need a touch up. The zastava van is worse than the civilian car yet holds the same amount of people. It's armor discrepancy is unnoticeable. Give the zastava van the ability to drop atleast one ammo box. Give insurgents the ZSU truck on any map with blufor CAS. If a map has a bomb car variant of a vehicle it should also have a civilian variant of said vehicle, to confuse and terrorize the enemy. Civilian car bomb cars need to be a bit faster. Insurgents need more bomb vehicle types as well. Bomb bike, bomb technical and a bomb van. I personally am a huge fan of the driveby. Sometimes a gun technical is undesired or unavailable. Allow passengers in the regular dumptruck bed, to use their personal arms as well. We need a transport technical. No armament, or armor, or ammo, just passengers.


The worst part; The maps.

Basrah is badn. The new main is in a bad spot. Too predictable for armor to know what direction inf and assets are coming from. Blufor can beat insurgents into the city easily. Mosque was in too good of a spot. I recommend giving insurgents two mains. Keep the one where it is now, add the second spawn to the M Column compound. The M column spawn will need boats. Add spawns inside the city like on ramiel. And in the little village too. I would love an Ironsight USMC layer.

Karbala. My least favorite map. It's too easy to spawn trap insurgents on this map. Simply extend the anti mine dod a bit further so the roads right outside of insurgent main isn't so easily camped. Also reduce blufor dod by a smidge so we can atleast have time to turn around if we get too close.

Shahadah. I think it's ok. Needs more variety in blufor factions though.

Fallujah. Overplayed but not broken. Only sucks on mec ironsight layer. Insurgents are too powerful on this map. Ironic I know. Up close AK > G3. Scoped G3 would shift the balance too far in the mec's favor. I think this layer should be deleted or another ironsight blufor faction added instead.

Kafr Halab. Best map in the game right now. Almost equally as fun for both teams. But insurgents still lose most of the time. Requested kits would solve most balance issues.


Maps that could use an insurgency layer.

Muttrah. Most obvious. It wouldn't necessarily have to be USMC vs INS, but MEC vs INS and USMC vs MEC too.

Masirah. France vs INS be interesting to see.

Beiruit. Russia vs Insurgents.

Sbeneh. Kafr Halab works, I think sbeneh could work too.

Outpost. Taliban vs Insurgents. I know this could work.
=-=kittykiller2
Posts: 77
Joined: 2017-04-13 21:08

Re: Insurgent suggestions

Post by =-=kittykiller2 »

dcm wrote:Insurgent team is the worst team in the game. can not request or spawn in with necessary kits.

The maps


Insurgent kits need a complete overhaul.

What insurgents needs most of all is a spawn-in-able RPG kit. 'Rifleman Anti-Tank.' Insurgent team is the only team without any sort of Heavy Anti-Tank Kit.

Insurgent with Ammo: Mergeg kits into one.

Insurgent with RKG: Probably the most used insurgent kit.

Insurgent with Smoke and Grenade trap: Least used insurgent kit

Officer, Medic and Sapper. I'd leave as is. They're fine for now.

lose repetitive AK variants.

The combat engineer does need a pair of binoculars.




If a map has a bomb car variant of a vehicle it should also have a civilian variant of said vehicle, to confuse.

The worst part; The maps.
pretty much what he said some love is needed.

I think the sapper should be a fun kit not the insurgents main hope.

They lay what they can before armor is allowed on the server, attempt to stay alive.

They do require a ton of effort and i want to think of ~INS played on a full server not as a seed. As ins is nearly dead could we maybe see a spawnable squad RPG at say 5 players?

Even if it meant less pickup kits the INS cant be immediatly steamrolled at the first sign of armour, and we encourage medic mechanics and make sapper fun.
Last edited by =-=kittykiller2 on 2021-03-22 13:39, edited 2 times in total.
Vicious3o2
Posts: 52
Joined: 2020-08-14 00:15

Re: Insurgent suggestions

Post by Vicious3o2 »

I never have any problems playing INS: Here are some of my videos where I absolutely clean up but before I dive into that here are my 9 suggestions for playing INS.

1. Always join or start a real squad that plans on building all 6 hideouts at the round start within 15-20 min. Hideouts don't require supplies and can be easily put inside buildings out of site of UAVs. If your SL isn't building hideouts but thinks that rushing to the cache to defend is the priority, they are noobs and you need to get away from them.

2. IEDs, Mines, and Roadblocks are your friends. Use them early to deny entire areas to the enemy. Make sure you keep your Sappers and Engineers alive to keep your mines alive. You get up to 30, NOW you get 2 as per latest update at a time to make it even easier.

3. Build SPGs, they ARE the INS Heavy AT and they don't require supplies. You can build one, take 6 shots, take it down, and build another one within 3 minutes and be firing again. Blufor HATs can't do that.

4. Build Mortars, always. Free Kills.

5. Man Stationary AT, Build AT, Man Handheld AA and use Technicals to shoot down Aircraft.

6. Use bombcars carefully with snipers to pin down TOWs or spotters before moving in.

7. Always use snipers and marksman and move constantly to not be pinned down by armor.

8. Use civilians to coordinate snipers, marksman, and IEDs. Deny them intel.

9. Lock down caves as often they can be completely impenetrable with even 2-3 guys.

10. Last but not least, INS Commander gets Informants via the Waypoints that tell you where enemies are.

https://www.youtube.com/watchv=xMoUd93jKyE

https://www.youtube.com/watchv=WIbvxa5v4bI&t=452s

https://www.youtube.com/watchv=8FISYurri1Q

https://www.youtube.com/watch?v=n5CHs9pY3fs&t=1852s

https://www.youtube.com/watch?v=Mk1O6Gw55KE&t=3020s

https://www.youtube.com/watch?v=a2u7szxteac
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Insurgent suggestions

Post by Grump/Gump.45 »

dcm wrote:
Insurgent with RKG: Probably the most used insurgent kit. Keep standard the same. Give alternate the G3, one frag and an rkg.

Insurgent with Smoke and Grenade trap: Least used insurgent kit IMO. Give this kit the 870 and Mosin, and double up on frag and smoke grenades to compensate for loss of automatic firepower.
The way the kits are set up as insurgents require teamwork. You only get 1 smoke grenade per trip wire insurgent with the G3/Type-56 AK because you only need one smoke to cross most streets and they dont have all the plate carrier space to carry gear. They dont wear plate carriers. The insurgents wear basic load bearing gear with chest rigs, not vests to carry all that extra gear.

Then for the AKM kit with RKG, you need at least 2 RKG to take down a fully repaired APC, 50% and 50% from back hits is the deal for sure. We definitely need to carry 2 them. Its hard enough to hit with slow flying RKG grenades, which needs to be fixed. If you successfully used the RKG you would know you need 2 of them and wouldnt be asking for a single RKG, with tanks you need at least 4. The weapons were are given are fine, its the tactics, your tactics you need to either develop or change. Some people use no tactics. The saying "better to use bad tactics than no tactics". New players would come to the game without the ability to kill or even damage an APC if that were the case of having 1 RKG. I agree though the kit could comfortably carry 2 RKG, 6 AKM mags and a single frag grenade with the AKM rifle, patch, knife and shovel. Real life weight between 20-30 pounds total.

The RKG has its own carrying pouch, which even if that wasnt used an improvised retention system can hold 2 directly next to each other on one side of the body with a frag grenade on the chest or load bearing rig shoulder strap. CHICOM=Chinese Communist slang designation(I.E: Chicom grenade). https://enemymilitaria.com/product/chic ... ouch-1966/
Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: Insurgent suggestions

Post by Grump/Gump.45 »

Vicious3o2 wrote:I never have any problems playing INS: Here are some of my videos where I absolutely clean up but before I dive into that here are my 9 suggestions for playing INS.



4. Build Mortars, always. Free Kills.
I will watch all your videos and see if i find anything for Squad Teamwork playlist, make a demonstration of ironsight sniping. Zoom it in on the sights so people believe in themselves more as to what goes on down range because even me i dont feel like im hitting them while shooting unless i see them jolt while running or go behind building to stop and patch up. What video recorder do you use? Anytime i try program doesnt work.

Put more detail into the tips and reasoning of how to do it. People cant even use the ammo techi right so people put those mortars directly on the cache. To win as INS you need to deplete enemy tickets, cant be done with one cache ammo location, insurgents need to be seen running into places to re-arm other than the cache. The cache is bait and you need decoys all around made of everything that gives off cache locations, like roadblocks, insurgents firing RPG then walking "somewhere" to get ammo, the direction he walks can give away cache location. You dont want to put mortars directly on the cache because that directly bunches up the location for counter mortars. Meaning enemy will hit the cache and your mortars with the same ammo fired, dont be lazy, just take the time to spread out everything to its proper limits to support each other. Use the ammo techis right.

Problem most of the time usually one entitled player with an RPG will take the ammo techi, thats one of the toxic anti-social things people do gameplay wise. Rest of time its somebody not even intending to use the ammo from ammo techi, just the vehicle as a taxi. I am one of(actually probably the only one) the players to volunteer running techi ammo as i was the only one running armor repairs everyday for a month. These RPG players who want the ammo techi as a taxi and for ammo cry a lot to me when they see me going to vehicle i have used to support the team, unlike them where i would need to recover it so everyone gets ammo.

They would rather sit there with ammo techi not running ammo to keep it for themselves, thats why they run at me with the "hey stop bro" annoying voice. In basketball we learn to pass to teammates to keep the ball moving around the court, but always that one hot shot player getting followed by 3 dudes cause he wont pass to the guys not being covered anymore. He ends up not being able to pass or shoot the ball into the hoop with 6 arms around him ready to knock it down or grab it as he bounces the ball. That player never learns and it hurts his ego to be seen throwing the ball to another person because it symbolizes in his mind he might not be as good so he passes to somebody better. He doesnt like that feeling. Its a different concept with the ammo techi, to spread the RPGs around the map making it a risk for enemy armor to go anywhere.

So i explain the concept of sharing like they are a child "another person might need that ammo"..."you might not be able to do this on your own with one RPG, we have another in view of the same target zone with no ammo".. The fact somebody else other than themselves needs something should silence all complaints especially if i look to treat them equally as important even though their level of intelligence without a teacher causes a toxic environment where teamwork cant happen, in reality and Project Reality he is not equal. Ill leave ammo and come back to drop more but they still complain because they prefer to inconvenience the team.

The toxic person wanting ammo techi might die alone with it where he stops to fire because he lacks intelligent awareness of what others may feel or see, so he doesnt know he can get shot by enemy. Shows lack of intelligence and consideration for 50 people who might need ammo. But they want to be the "star player" that kills the armor. Instead of taking up a position for ammo to be run to they take the asset for 50 people for themselves. Any armor can escape to repair before they fire their second shot, so this means as anti-tank you cant just hit the armor at first view. You need it close so its escape distance is farther, there we go setting distances again.

You can look for RPG symbols in player list then highlight them on map then run it to them. Ammo is needed at mortars, roadblocks, SPG, DSHK and key buildings currently manned so we need ammo techi volunteers to do full time ammo vehicle management or switch off to do a techi run. Its actually really fun if thats your job, tactical driving, go everywhere on map, using truck for cover, the feeling of it being your truck and running ammo.

Simply saying to build roadblocks doesnt help, because if a SL who "isnt noob" and builds hideouts while defending the cache, still might place roadblocks directly on the cache marking it visually. There is a scale of 1-10 on how good somebody is in all subjects then overall with the rating.


Roadblocks have many uses based off the way people think, if you know the way something makes somebody think you can control what they think. Bullets and simple weapon noises have this effect too, i make enemy go where i want then leave before they get there, usually tagging a few of them with bullets whether they go down or not. The time they spend searching for and worrying about me away from cache is down time for friendlies, which too much down time creates lazy minds, lazy eyes and gaps of un-expected attacks.

Intelligence may vary, some might fall hard for a decoy "its this one" where everyone slowly walks up to it bunched up for a grenade. Some might see what you are doing "its in this general area". You can create decoy locations or equally decoy the entire area. The way most people use roadblocks is close quarters, people think because they gave INS iron sights that we must ONLY move close, that no sniping can be done with ironsights. They wait for enemy to jump over cause you cant shoot or pull the trigger when jumping, but apparently we can reload. Which on a side note if somebody in Project Reality reloads while jumping the reload should be canceled and mag dropped in a panic.

Thats why its good to know or spread the teaching of history of the Finnish Sniper in the winter war had the most kills without a scope so people who are born with dumb assumptions can change to be the best they can be. Always spread things out and set the distance you want to be spread but not too much you cant support objectives or each other without hurting each other.

If you place mortars on a superfob right next to the HMG, TOW, AA or general fighting position then you get all that destroyed if anything hits back. Ploopyj for example doesnt move his mortars from your other assets even after logically explaining he will get the TOW, HMGs, AA and mortars hit all at once because he cant build off a different FOB or on the opposite 200 meter build distance from our FOB. I got a bit abusive towards him for this, cant believe he is an admin on any server if he is doing stupid things like this because he will make stupid admin decisions.

Him placing mortars next to our assets gave double the incentive for enemy to hit it as soon as possible so they clear off our mortars and TOW at same time, think about how what you do harms another player, especially if they point it out. Dont worry if they or you dont know because thats how they learn from it happening. If they already know it can happen, they are telling you then you should worry because they might be pissed nobody including players who played for longer than them never learns from the same things happening. Time played doesnt equal IQ level in game.

So make the enemy hit 2 places instead of one, the AA at the superfob fighting position can cover mortars from CAS and use mortars as bait to kill CAS. The enemy mortars will have to decide to hit either the superfob or the mortars taking more ammo and time to accomplish, creating more noise and time for players to find the enemy mortar location. But because Ploopyj refused to move his mortars away from the assets my squad built i got a bit abusive because logically explaining calmly does not work, explaining that placing his mortars right next to my assets will get both destroyed at the same time. But if he goes 100 meters away as mortars have a 50 meter radius of deviation under where its aimed then we equally share, spread and divide the attention of enemy munitions.

Which also being that distance away allows my assets to get hit by infantry first or if his mortars are hit by infantry first we can help defend him. Same thing applies with mortar shells incoming as it does with enemy infantry coming, they need to hit 2 places at once just because its slightly spread out. Requiring more time, ammo and enemy commander attention confirmation monitoring to take down the same amount of assets.
Last edited by Grump/Gump.45 on 2021-03-22 21:45, edited 5 times in total.
Grump/Gump.45
Posts: 502
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Re: Insurgent suggestions

Post by Grump/Gump.45 »

=-=kittykiller2 wrote:pretty much what he said some love is needed.

I think the sapper should be a fun kit not the insurgents main hope.

They lay what they can before armor is allowed on the server, attempt to stay alive.

They do require a ton of effort and i want to think of ~INS played on a full server not as a seed. As ins is nearly dead could we maybe see a spawnable squad RPG at say 5 players?
If we had a spawnable RPG then that would add to the spawned 6-8 RPGs between main and the cache on some maps. We dont need spawnable RPG. It has been fine since the last notable change from trip wire kit 2nd on list having the AK-74U(5.54) which got replaced with Type-56 AK(7.62x39) and G3 (7.62x51). Kit set up is made to adapt game play to the weapons, its harder but not impossible.

Incentive to lay in a field with RKG as a mobile mine to crawl to APC, reason people dont is because they want to look for infantry targets to kill rather than mess with infantry by firing rifle from field creating noise and distraction which naturally keeps APC attention occupied and relatively stationary from it being interested. This in turn allows others more time to get to it also.

Complaints about APC are invaild because its easy to stay out of view of with angle or camouflage, you just want to be careful that somebody in the same room/spot doesnt show position to get hammered which is why i leave the room entirely. Its always the players fault, either yourself, another person or both because you were around them. No reason to complain about APCs, dont give them the satisfaction of kills or excitement of seeing enemy. Just mess with them, stay out of view, shoot/ping them with bullets as i explained in another post. The kit layout is to also give a physical RPG on the ground rather than mystery kit.

Now for the sappers, you pointed out what is easy, because you know what is hard and will get you killed. More players, more armor, i know how awesome it is to max out IEDs before mass server seeding switch. But lets say it starts 50 vs 50 on Fallujah. It is tactics over weapons with Iraqi Insurgents. To travel battlefield sappers need to move cover to cover and set limits of how far they will go between cache and enemy, the closer you are to open is more likely to be killed.

Longer you are exposed sitting still is more risk, sapping the enemy is fast work. You go in and out the way you came in, if you know where you came from is safe go in and out to each position. If you cant go past a car that is connected to your wall of final cover before the open area place it on either side of car/tree/rock they need to go around. I have put IEDs in couches, TVs, counter tops of buildings in view of cache they will use eventually. Not all IEDs need to be outside.

Playing dead is a great way to survive if you hear enemy killing your friendlies nearby. Even playing dead and laying on your IED to stand up on it if enemy walks into you or close. Thats how you get alot of kills compared to pistol, i have even contemplated shooting my pistol first to get the farthest ones before standing up. When they kill you on the IED it goes off cause body flails. Objectives for mine locations are trash/grass/rocks/anything you can hide IED in. If terrain prevents travel from being too steep, walls, ground obstacles to jump over or not suitable for vehicles it narrows IED positions down.
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
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Re: Insurgent suggestions

Post by dcm »

Grump I'm not reading all that.
Tony_AbbottPBUH
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Re: Insurgent suggestions

Post by Tony_AbbottPBUH »

Insurgents are great, the SL gets a phone and a shovel, you can build AA/SPG/Mortars anywhere with no supplies. Just delete and rebuild when out of ammo. Use civvies, lay mines and IEDs.

They lose a lot because people try to play like conventional forces, or do dumb shit like fire RPGs from the cache just after it spawns. But thats true for all ins factions.

Scoped M249s are the real advantage on fallujah. Absolutely overpowered.

Taliban are worse, but still fun.
Coalz101
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Re: Insurgent suggestions

Post by Coalz101 »

dcm wrote: Maps that could use an insurgency layer.

Muttrah. Most obvious. It wouldn't necessarily have to be USMC vs INS, but MEC vs INS and USMC vs MEC too.

Masirah. France vs INS be interesting to see.

Beiruit. Russia vs Insurgents.

Sbeneh. Kafr Halab works, I think sbeneh could work too.

Outpost. Taliban vs Insurgents. I know this could work.
Muttrah and Beirut caches are going to be too predictable, hence why they don't have an insurgency layout (Its always going to be in a T Building, Corner building, or one of the few other apartment buildings.). However Ins on Masirah could potentially work, the map has more than enough places for a cache, however I don't believe you should put the insurgent faction there, Hamas would be great for that map.
Nightingale
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Re: Insurgent suggestions

Post by Nightingale »

Coalz101 wrote:Muttrah and Beirut caches are going to be too predictable, hence why they don't have an insurgency layout (Its always going to be in a T Building, Corner building, or one of the few other apartment buildings.). However Ins on Masirah could potentially work, the map has more than enough places for a cache, however I don't believe you should put the insurgent faction there, Hamas would be great for that map.
Yeah, I agree Beirut would be a terrible insurgency map. But Muttrah has quite a lot of T-buildings, and there are so many rooms you could place the cache in. It's generally a pretty dense map with claustrophobic streets.The city portions of this map constitute roughly the same area as Gaza (1km squared). There's also the fortress, which is a neat place for a cache. If a cache were to spawn in the warehouses/shipyard it'd be insanely easy for BluFor to get, so I just wouldn't put any caches there.

Also agree that Masirah would be a beautiful map for insurgency. Would have to take the carriers out of the combat zone, and have BluFor spawn on land, and also change the DoD zones to effectively make the map into a 2km map. I think the denseness of the city would give the Iraqi insurgents a reasonable fighting chance, but of course HAMAS/Syria are also very fun to play...

If it were up to me, I'd just take Karbala out of the game. But I'd also remove Basrah, Qwai, Jabal, Goose Green, and Ghost Train if I could... I guess I should make another thread if I actually want to talk about that.
Last edited by Nightingale on 2021-03-23 12:09, edited 1 time in total.
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Suchar
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Re: Insurgent suggestions

Post by Suchar »

Insurgent faction will receive its own kit request menu at some point.
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dcm
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Re: Insurgent suggestions

Post by dcm »

Will they get spawn-in-able rocket launchers? Cause that's really what they need the most.
Grump/Gump.45
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Re: Insurgent suggestions

Post by Grump/Gump.45 »

Suchar wrote:Insurgent faction will receive its own kit request menu at some point.
Please can DEVS change the color of the iraqi insurgent red head rag? Most insurgent spawn list kits use it, it contrasts with the white shirt, white/tan sand, mostly white buildings. I know the men of Iraq wear this red rag on their head tied around but... Its bright red which shows up as a secondary red dot in enemy scopes on maps like Fallujah, Karbala, Basrah. White face is enough for balance or recognizing a head wearing a patterned non-contrasting head scarf. Looking out of murder holes punched in wall grabs too much attention to it with red scarf, the enemy should be able to tell the difference of ground behind hole compared to a human without red scarf making it easier. Also the RKG kit with AKM, crawling through field to APC can be given away by the red head scarf when they should be using infantry/Humvee security with repairs.

Can we stop letting the APC see the red head scarf visual to see the RKG guy coming? He already has white shirt going through tan grass, enough color contrast to balance with that. Cant believe im pre-justifying camouflage balance against an asset with thermal capabilities. It will create incentive to play right with assets area attack spread pulling security for the cache breach force, APC will request or position themselves an infantry barrier if smart. The white face/grey scarf should be enough as it is for modern Russians, WW2 Germans/USA to "balance" the visual.

They are regarded as un-intelligent fast dying suicidal fanatical fighters, true in some cases but Iraqi insurgents made the US military distinguish between hardcore insurgents who were full time skilled fighters and the weekend warrior. Im sure the red rag is a consideration they took into combat to not wear it, as seen on much footage of their bodies which i will not link here. The only red was their blood, some did wear dark contrasting clothing to the urban environment colors. Only request is red scarf. Please make it grey like the insurgent squad leaders face covering. Most insurgents had no such head coverings in fighting past a functional sweatband/headband/hat/sun covering or face covering to keep sand particles from being ingested in open desert.
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