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| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#61 | |
![]() Join Date: Feb 2009
Posts: 1,203
Location: London
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Quote:
Mojo I dont remember crashing being the reason for the random spawn and all caches at once removal I remember it being because of whine and I also remember them saying it will never return due to that "realism" argument everyone uses to make insurgents cannon fodder. | |
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#62 | |
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But my comment about "screw those who can't defend" is more to counter the arguments I've gotten when suggesting we go back to a system of more caches, rather than less. People seem to think that if we give the INS more unknowns, we're going to have more undefended unknowns, and massive unknown hunting happening. Maybe that will be the case, but I strongly believe people will deal with it and start defending unknowns again. Not to mention with more caches on the map, 90% of the INS team won't be stacked up on one cache location, instead they'll be more spread out. So in short when I say "Screw the insurgents who can't defend unknowns." I'm saying screw people who don't want to defend them, people who want the insurgency gamemode to be AAS with 1 cache instead of a flag. They're the type of people who never defend flags in AAS, they're moving PR in the wrong direction. | |
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#63 |
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i really don't think insurgency is broken like some think....its just that the maps that blufor have overwhelming fire power are the ones most often played...for example kokan U.S. army with 2 Kiowas, apc, crow and taliban not having 50cal techis spawn at main vs Canada version which doesn't have the overwhelming fire power where taliban win majority of the time and therefore not played at much. on kokan if you dont go to the quad cannon and recover those techis then expect to lose as taliban.....
same with albasra, you dont see the tank version played that much because insurgents win that version more often than not. karbala with 2 Kiowas, tank and strykers...big blufor advantage, and if you don't get all bridges destroyed on karbala and basra as insurgents...expect to lose no matter which version is playing. ramiel with 1 Kiowa isnt bad. insurgents have plenty of 50 cal techis that spawn at main, i say insurgent have a decent chance to win that map if hideouts are built and good defenses are in place. im not even sure what the alternate version is for that because its probably not played that much. so in conclusion, i would like to see some things mentioned in this thread tested but the main problem in my opinion is still map assets favor 1 side or another. |
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in-game name : Anderson29
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Last edited by Anderson29; 05-25-2012 at 12:21 PM..
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#64 |
![]() Join Date: Aug 2008
Posts: 301
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I play Insurgent whenever possible. Actually I play China/Russia whenever possible too. It seems I'm the rare Opfor fan.
(I decided to delete this 5 or 6 sentence chapter. But, below is the conclusion.) This is the first problem with Broken Insurgency. Players that are eager to win all goes to one side. And this Treasure hunting or sometime ghosting can be the side effects of eagerness to win. At least sometime I can see it that way. And to those who argue Blufor is too well armed for Insurgent to win, I think Insurgents are too well armed. I don't know if current armament is representing real life or done so in favor of balance, which I don't like for reality sake. If it's severely unbalanced in real life, I'd like to see it severely unbalanced in PR. For example Insurgent have almost same number of armed jeep (Technical) as Blufor's armed jeep, which has same armament. They also have Technical with Reoilless rifle (SPG Technical). And in case of UK vs INS, INS Technical obviously has advantage because it maneuvers like straight out of vanilla BF2. I don't know much about reality of Iraq War other than stuff on Internet and News. And although I hear about Insurgent using IEDs and RPGs,I never heard about Insurgent using Technical. Also with the pickup kit. You can pick up up to 3 Machine Gun that fires full size rifle round, nearly 7 RPG with 3 rounds each, and Sniper and all those goodness without restriction of Squad/kit ordering. On the other hand, supposedly 'too strong' Blufor, they can't have a squad with 3 LAT kit with 3 rocket each which makes them RPG squad with 9 rockets to salvo, or leet to suddenly go on 10 kill no death sniper mission, or have 2 Anti Tank Grenades that obliterate armored jeep with single hit or, unlimited number of Rifleman AP kit. If anything, Blufor should have the blasting number of LMGs and LATs to salvo not Insurgent because, even with my limited knowledge I can imagine and guess conventional military has more Rockets and Machine Guns than civilians with weapons that they obtain from who knows where. So, I don't think it's correct to blame Broken Insurgency on Blufor armed better than Insurgents. If Blufor are armed better and wins every time, then that is I guess realistic. I do understand PR people will say real and unbalanced game will only appeal to few and most will reject it. But if mod goes to balanced, Insurgent will devolve back to BF2 Special Force. Maybe problem lies in theme of Insurgency mode itself, the cache hunting. Well I don't know really. With my knowlege I can't even tell theme of 'cache hunting' as depiction of Insurgency is one of realistic option or not. |
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Last edited by Human_001; 05-26-2012 at 02:40 PM..
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#65 |
![]() Join Date: Sep 2009
Posts: 1,077
Location: Den Haag, behind that car wreck.
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Well it would still be nice to get a bigger diversity weapons, we don't need them all at one. But I can live with one 20MM Bofors techy instead of 3 .50 cal techys. And by the way insurgents have way more things that we think they have, especially Taliban but don't always use them.
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#66 | |
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And from reading this it would seem some people are not aware of the short range of the RPG but long range of thermal/armor. The RPG was designed with the range of armor in mind and the means to kill them for a reason, was 8 seconds to fire accurately not enough to balance for the range? Seems not since the range is about 1/3 what it should be. The Only way that "insurgency is broken" is from insurgents getting nerfed due to the whiney children that like to mob onto BLUFOR for the assets and fail with them or lack teamwork. Back in 0.7 when I first started playing all people did was Insurgency BECAUSE IT WAS FUN. Now it's practically heracy. The RPG flew like it was meant to, IED's kept people from tard rushing and people on their toes. Now the IED isn't even that scary, IED's often times are meant to kill vehicles , the old ones got the point across (Fear/area denial). More times than not you'll see armor getting closer to towns now, because the IED is a joke now. In the desert the force with the most area denial is king. But when you lack sufficient ability to broadcast such a threat to the enemy, area denial does not matter. If the IED's came back about half way towards their former glory to induce that fear factor again and/or the RPG got a slight range increase again, we'd be in business like the old days. It never took one regular RPG to kill a tank, that's reality, so why should it take 1 HE shell to murder a squad or guy with an RPG from far beyond his effective range easily? We have lift off. | |
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Last edited by SGT.Ice; 05-27-2012 at 01:21 AM..
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#67 |
![]() Join Date: Feb 2007
Posts: 249
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Maybe they could make it like how you spawn a hideout or FOB, right click on the cellphone, place cache somewhere hidden, start the defense. Only problem is you never know where the thing is gonna end up with the BF2 engine, but at least inside a building. (Getting it under that table on Kokan would be hard).
Only thing I see wrong with that is caches spawning in mid air, and the fact that all the placeable stuff has 6 ft of dirt to account for that. |
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#68 |
![]() Join Date: Jun 2009
Posts: 1,335
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Perhaps make it so that a single known weapons cache moves every 20 minutes with insurgents defending it(majority of players in 100m radius is insurgents, maybe) so single cache that is impossible to attack will not cause insurgents to win, and single cache that is impossible to defend is not guaranteed to die(if blufor is not fast enough or insurgents delayed them somehow). After it moves, it becomes unknown and BluFor has to re-acquired intel points.
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#69 |
![]() Join Date: Sep 2009
Posts: 1,077
Location: Den Haag, behind that car wreck.
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No because that causes the insurgents to not make a proper defense since it will replace by the time it is done.
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#70 | |
![]() Join Date: Jun 2009
Posts: 1,335
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Quote:
Insurgents do not take a long time to set up defenses if people learned that one sapper placing minefield is not enough. | |
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| asap, fix, insurgency, quick |
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