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Old 01-06-2009, 07:02 PM   #21
hx.bjoffe
Supporting Member

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Default Re: bad ballance on insurgency maps

Quote:
Originally Posted by Gunwing View Post
It's armor is only made to withstand mortor rounds and IEDs. Thats it. Yet it can be blowen up by IEDs
That sorta depends on the size of the IED, doesn't it?

Quote:
Originally Posted by martov View Post
it is perfectly balanced, IEDs are great, MOLOTOVS are great. thats enought.
Molotovs are stupid, and this feat/bug won't be around for long.

Quote:
Originally Posted by SocketMan View Post
How many RPG's would it take to take out Cr2 in PR ?
IIRC, 4 to the ass - something like 16 to the front.
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Old 01-06-2009, 07:28 PM   #22
CodeRedFox
Retired PR Developer

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Default Re: bad ballance on insurgency maps

Quote:
Originally Posted by Rissien View Post
Though protecting RPG's can be hard when you just pick one up only to have a technical drive by and somehow mistake you for a coalition and the mow you down.
Thats a mute point, not even a real point. Thats players not gameplay.



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Old 01-06-2009, 08:46 PM   #23
[EC]DR.NOobFragger

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Default Re: bad ballance on insurgency maps

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
Thats a mute point, not even a real point. Thats players not gameplay.

I believe it's moot not mute.


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Old 01-06-2009, 09:25 PM   #24
CodeRedFox
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Default Re: bad ballance on insurgency maps

Alright smart ass



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Old 01-06-2009, 09:44 PM   #25
badmojo420
Supporting Member
Default Re: bad ballance on insurgency maps

This reminds me of when Battlefield Bad Company came out with its "Goldrush" mode which is similar to a mix of AAS and Insurgency. Basically one team defends 2 objectives (Gold Crates) and the other Assaults and destroys them. And then the defenders move back to the next two objectives until all are destroyed. Anyway, the teams are usually pretty even as far as assets go. But 90% of the games when it first came out were won by the defenders. Because of the simple fact that its much easier to sit on ur ass and protect an objective you know the enemy will come to destroy. They even gave the attacking team (in bad company) artillary to try and even things out a bit. It's all different now in that game, because unlike PR the objectives are clearly marked and always in the same place. So people have gotten into routines of doing stuff like RPG sniping the crate from beyond the draw distance. Moving a tank up to where it can hit the crate but not be seen. Etc.

Anyway, my point being if the players and balancing are even, it's easier to defend then to assault. So when you see insurgency as a couple rag tag soldiers against the all mighty armies of the US and GB, remember that their tanks mean nothing when they HAVE to drive down that road where you've placed IEDs or setup and ambush. It's so rewarding to see a giant tank turn tail and run back to base because a couple guys are throwing moltovs around.
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Old 01-06-2009, 10:02 PM   #26
TofuwRice

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Default Re: bad ballance on insurgency maps

Sometimes I think that the Insurgents are overpowered

Insurgents are fine they way they are plenty of ways to kill those pesky littlebirds and humvees. Just gotta be creative
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Old 02-18-2009, 05:21 AM   #27
Gauss_SPb
Default Re: bad ballance on insurgency maps

Quote:
Originally Posted by [R-CON]Outlawz View Post
What? It takes two hits anywhere on the Stryker to take it out, one disables it most of the time. Also the RPG leaves no smoke trail anymore IIRC so you have no idea where it came from.
In real life RPG can take it out by one hit. Just compare stryker armor and rpg-7 penetration.
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Old 02-18-2009, 05:40 AM   #28
[R-COM]Glimmerman
Dutch Faction Lead

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Default Re: bad ballance on insurgency maps

Maybe stick a double barrel ZPU-23 on a technical to counter air threats more effective.

Cheers,
Glimmer

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