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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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#11 |
![]() ![]() Join Date: Mar 2009
Posts: 69
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You are loosing not because you pushes 'GiveUp', but because you died before.
I bet that number of give-ups for insurgents is not overruns thhe same for bluefor. Just compare all components - weapons, body armor, transport, etc for both fration and you just see the difference. There is no anything that insurgents have better. |
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#12 |
Join Date: Jun 2010
Posts: 2,331
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Location: Montreal, Quebec
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Insurgents have worse equipment but generally have enough time to get into advantageous positions before blufor show up. They generally have quicker transport and are often given control over the disputed ground. This is why you often seen INS mode rounds go to the insurgents in organized matches.
If an INS team decides to play the game strategically they have a much easier time, unfortunately this never happens in public games. PRT doesn't play INS mode for a reason, and it's not because Insurgents have zero change of winning. |
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#13 |
![]() ![]() Join Date: Mar 2009
Posts: 69
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Playing in public is much different than in closed matches and its not fair to compare them and make a resulting decision that everything is ok with insurgents. I remember that DEVs want to make intel points visible. Is it reverted back?
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#14 |
Join Date: Nov 2017
Posts: 4
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I needs to be left alone because if it was harder for insurgents then nobody would vote for insurgency at all. It would completely take away from the reason people like to play insurgency in the first place.
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#15 |
PR:BF2 Developer
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I like this idea of delayed spawn times depending on time alive
![]() Though there should be a 5-10 max 20 second cooldown before the punishment commences such as when an insurgent spawns on a fob that's camped by an APC who's farming kills. |
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#16 |
Join Date: Jan 2008
Posts: 4,405
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...or just give the insurgents tickets.
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#17 | |
Join Date: Jun 2020
Posts: 113
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#18 |
Join Date: Jun 2020
Posts: 113
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Yeah, that and pump up the assymetric fire potential of ins. I.e. 3 Rocket techies on Falluja, more mines etc. That way this fun 0 teamplay 0 to 9 kdr gameplay wouldn't be that pronounced, even though we'll lose some of the realism in that in a real world, it probably takes no less than 10 ins lives to kill one American. Or actually much more. Afghan Soviet losses throughout almost 12 years in conflict are somewhere at 10k, with Afghan losses estimated from 500 to literally a million.
Long story short, it is a question of what exactly does PR reenact: well trained and coordinated ins or completely untrained or even mentally challenged insurgents with 0 teamplay. Both type of situations happen in real life, and in a game one should really consider the gameplay aspect as well. I know people who vote ins just for free vanilla BF2 effortless fun. |
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#19 |
![]() Join Date: Jan 2011
Posts: 434
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Location: Portland, OR
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Tags |
dying, factions, insurgent, penalties |
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