|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 v0.97 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 |
![]() Join Date: Jan 2009
Posts: 3
|
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 |
|
|
|
|
|
#2 |
![]() Join Date: Aug 2009
Posts: 533
|
pretty sure the insurgents have a countdown timer as well, no?
Time and time again, someone always comes forth saying "X is completely ruined because of Y". That may be so, but experience shows that there is seemingly no way to completely ruin PR: you just have to play it slightly different. When it comes down to it, it's really as much as factor of the skill of who's playing. You can still have a good game even if your team loses |
|
----------------------------------------
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. This was your thread To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. This is your thread now ---------------------------------------- Celestial1: I shall call you "S:/" or "S drive". |
|
|
|
|
|
|
#3 |
![]() Join Date: Feb 2010
Location: Brisbane
Posts: 26
|
Tend to agree, as you said 0.87 was definitely too much in favour of the Insurgents but the radical change of three less caches to get plus 25 bonus tickets instead of 10 per cache destroyed has swung the pendulum too far the other way now. It sounds contradictory but I think it is balanced more now in terms of both sides having wins as I see the Insurgents win plenty. However, I think the game is much less exciting now for slightly different but similar reasons to you.
The big negative for the the BLUEFOR is that with the rally point system being removed they now have only one strategy available which is to zerg build FOBs in the direction of the cache and then swamp it head on. Because only seven caches are required the luck factor in the placement of the caches relative to the BLUEFOR main is having a huge effect. I have seen games like one on Al Basrah where almost all the caches were in the fields west of the city or on the north side of it and the BLUEFOR won with 200+ tickets to spare. Another game on Fallujah I played last night and the first two caches were buried deep within the city and the BLUEFOR failed to get a single one. Other games work out better, it's just a statistical thing that is more pronounced now. I just think the new rally point system (or lack of one) limits the freedom that really attracted me to Insurgency mode. I think it is fine for AAS as it requires both teams to lock horns head on in massive set piece battles, but I don't think this is appropriate for BLUEFOR fighting an Insurgency. I wish the devs had just tweaked the ticketing system as 0.87 needed rather than reinventing it. |
|
|
|
|
|
#4 |
![]() Join Date: Aug 2007
Posts: 961
|
you do have a advantage over the allies one your defending there for you should get to establish a good defensive position. and two you get dog box so you can spawn at the front. So any casualties the allies take really hurts them.
It really depends on the situation, im finding on the Aussie servers that the whole INS team is pulling together and making a very strong defensive perimeter around the cachies and are just blunting every effort to pierce it, And the simple fact that every one has mastered defensive tactics but not really offensive tactics, so all the attacks im seeing in 0.9 are really sloppy and usually result in massive losses. |
|
|
|
|
|
#5 |
![]() Join Date: Jul 2009
Location: Turku, Finland
Posts: 460
|
Why do people insist on saying that some change completely ruined the game? Your criticism will have much more credibility if you instead just say "I disagree with this change, I think its bad for gameplay" or whatever.
But anyway. No, I completely disagree. Most battles still won by the insurgency. Learn how to use RPGs sparingly, combine them with SVDs and so forth: guaranteed profit. |
|
|
|
|
|
|
|
|
|
|
|
#6 |
![]() Join Date: Jun 2008
Posts: 479
|
It highly debends on which side the better players are.
In US servers iw noticed that it's allmost impossible to get into bluefor side, and that most of the better players play on those sides. Thus there is no teamwork on the other side. Texas teamplayers is a good example. I guess i would like to play as FDF too if that was an option Still, it seems that luck dictates too much. |
|
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
|
|
|
|
|
|
|
#7 |
![]() Join Date: Mar 2009
Location: Shropshire
Posts: 2,033
|
its not ruined it just needs tweaking like all patches somethign isn't right and when we've just had a huge changes there are bound to be things that arn't just right, just wait and don't call it ruined and wait for suggestion forum to open
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#8 |
![]() Join Date: Aug 2009
Location: wickford
Posts: 35
|
i think the new insurgent maps are too small. take a look at falljah west, thats pretty big map, but i guess thats cause rally points arnt major anymore.
|
|
|
|
|
|
#9 |
![]() |
Most players don't play like insurgents are supposed to. They'll either go out and seek face to face confrontations with the blufor, and get their asses handed to them. Or they actully play defensive, but give away their positions too early or make the cache locations obvious to the blufor.
|
|
The language and concepts contained in this post are guaranteed not to cause eternal torment in the place where the guy with the horns and pointed stick conducts his business. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#10 |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
|
Both teams play crappy on publics... 0.87 or 0.9
Insurgents dont defend /ambush, but rather spread around and get shot... BluFor rushes out and gets killed the first secod, instead of waiting for a cache to spawn and then recon it and attack it... But in 0.87 the insurgents had a very easy job despite playing retarded...now both teams are equal pretty much i believe. |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Orgies beat masturbation hands down. - Staker
|
|
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| completely, insurgency, ruined |
| Thread Tools | |
| Display Modes | |
|
|