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#71 |
![]() Join Date: Jun 2010
Posts: 1,156
Location: Montreal, Quebec
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Well kilgore the issue at hand is the fact that no one enjoys watching an INS round end without any real attacks on a cache, instead what we have is a handful of attacks on a known area but when repelled the blufor moves onto hunting unknowns to conserve tickets.
I personally don't mind how things are now, if you get your unknowns ganked all round you might have considered defending them after 1/2 got taken down. Alas the vast majority of players feel this game mode is broken due to the fact that rounds can technically end without any shots being fired, as long as insurgents play the game the way it was meant to be played. Affording bluforces an even easier time then they theoretically already have (huge advantage when it comes to equipment and the team is given the freedom to dictate when/where the action goes down, even if they don't want to attack the known) by allowing them to end the round basically walking around enjoying the scenery is not fun for anyone. There are servers that will kick players for spawning and defending unknowns sighting it as "giving away the unknown", but the reality is if no one spawns there a ninja squad can stroll in unopposed. The shortest and simplest solution would be to remove unknowns until they become know, this forces blufor to pursue the designated objective until there is a 2nd option. The intel gathered when assaulting the first known will eventually ensure that if this cache is terribly easy to defend (thinking Lashkar cave complexes) bluforces will keep attacking until they have the 2nd cache location. The insurgents have been given ample time to reduce enemy tickets, and if they play is smart the 2nd cache may never spawn. Civilian kits would actually become valued as they can keep the 2nd cache from ever spawning, where as now no one cares because it's just as easy to find where the insurgents are massing (giving away unknown). |
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#72 |
![]() Join Date: Feb 2009
Posts: 551
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As unknowns become available to BLUFOR after a waiting period of 5 minutes, perhaps the unknown cache should only spawn at the beginning of the 5 minute period?
Purple shield = 5 minutes until BLUFOR are aware of its location Blue diamond = Known cache. Nothing else needs to change. How many servers promote active defense of unknowns? PS: Do insurgents frequently relocate weapon caches IRL? Just out of curiosity. |
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Last edited by doop-de-doo; 01-15-2012 at 02:07 PM..
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#73 |
![]() Join Date: May 2009
Posts: 507
Location: michigan
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here are the changes i would make to insurgency. their importance decreases while difficulty to implement increases in order.
1. i have come to the conclusion that one cache is the only way. make it so that the only cache is harder to get intel for making intel more important. and when they do, the marker isn't directly on it. searching for caches and making fake caches is fun. 2. in the case where there is a cache that is impossible to get, thats the map's flaw and those spawns could be removed entirely. 3. i'd make the "cache can't spawn xx distance" thing as small a distance as possible, and not permanent (like right now) if possible (it could spawn there again but not right after). 4. which leads me to another thing that would need a change if possible, the only unknown's first (?) minutes should be invulnerable of being overrun (not mandatory but could cover a couple bad scenarios). so no matter what it has a chance. so it can be defended if it spawns next to an enemy fob and isn't concealed. the blufor would still be gaining an advantage by building random fobs, because it would be known right away, but they probably wouldn't get a easy cache kill if they were there. i dont see any problems with my suggested method and it also keeps in line with the original insurgency idea. an unknown could still be sought after, but will surely be defended at least. though im sure this would be alot of work. but it is just as played as aas. meaning its a big deal. |
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Last edited by illidur; 03-07-2012 at 01:59 AM..
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#74 | |
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Quote:
Insurgency v2. | |
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#75 |
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1. That will lead to all caches becoming nigh impossible. When u have IED, artie IED, mines, pipe bombs, nade traps lots of RPG's, BLUEFOR is becoming seriously inferior. Imagine 1 cache inside the city in fallujah or on Korengal
2. Theres no impossible cache, therefore the importance of the 2nd known becomes obvious...to divert the defender's strenght 3. I didnt completely understood that 4. An "invulnerable" cache doesn't mean it cannot be camped by a tank or something thus rendering building defenses useless Cache timer and decrease radius with IP are very good ideas..now that makes me curious |
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Last edited by pr|Zer0; 03-07-2012 at 05:39 AM..
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#76 |
![]() Join Date: Jan 2011
Posts: 113
Location: Aberdeen
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Removal of the second cache would remove alot of the tactical element from both sides. BLUFOR would have one objective to focus all of thier powerful assets on, and no reason to go anywhere else. INS would have no real reason to be anywhere else on the map as there is no unknown to defend, and no reason for BLUFOR to go off mission to attack INS away from the cache, and thus it's harder to lure BLUFOR into a trap.
It'd rappidly devolve into a stalemate, with 32 ins players in a cluster of buildings, and BLUFOR making massed charges and either winning, or getting wiped out, loosing all thier assets, and sitting around main for 20 min waiting for the assets to spawn. |
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#77 |
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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Simple fix(es).
1. There is only one cache on the map at a time, with the current mechanics. 2. There is 2 caches at a time, but the unknown doesnt phisically spawn UNTIL its known, its just a spawnpoint for the INS to get prepared. Now, the final, and i think most innovative option. 3. Two caches spawn, together in a 50-200 m radius, with only one marker in the vicinity. Using the same mechanic, that they spawn even if not known. Now BLUFOR doesnt have a single point to attack, its spreads over the area, but its still not so stretched as now, as a bonus point, you CAN hund unknown, but its is going to be swarming with insurgents anyway. 2 flies in one swat. But it might happen that BLUFOR once taking out one cache, would quickly seize the other one, so maybe increasing the cache count required should be raised, or maybe not. So, cache bundles, but larger area, feels more like a combat zone. |
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#78 | |
![]() Join Date: May 2009
Posts: 507
Location: michigan
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Quote:
there are ways with more than 1 cache but might not work... like if there was going to be 2 caches, perhaps the 2nd should pop up with enough intel and never becomes known unless the known goes down. so the blufor won't actually know if the next cache is actually on the map or not. then with further intel it does become known and repeat the process. if the known goes down before an unknown spawns, spawn an unknown and reset the intel. i think intel needs to be more important in either case, which leads to the civi being more important. atm civis are killed without fear because currently the caches are there no matter what and that is the only objective. | |
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#79 |
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#80 | |||
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Quote:
Quote:
^ A good summation of most of whats gone before in this thread. Quote:
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| Tags |
| alteration, breakdown, insurgency |
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