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Old 2015-02-06, 20:18   #1
K4on
Retired PR Developer
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Default [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

(https://www.realitymod.com/forum/f37...015-16prt.html)

Please post your Insurgency 2.0 Alpha feedback below!

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Old 2015-02-07, 17:47   #2
Rabbit

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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

I like these changes, makes it really hard for blufor. The only suggestion I have is make a dedicated civi kit and not drop kit. Sometimes it weapons dont render at a distance, and you dont really see civis walking around a combat zone with combat vests.

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Old 2015-02-07, 18:01   #3
Jacksonez__

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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

First match ended 40-0 victory for insurgents. It was rather "easy" game. We'll see what happens in a map that has no civilians.
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Old 2015-02-07, 18:07   #4
Curry
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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Check the changelog on the event thread. We made it now a little easier for BLUFOR to get the marker updated.

Curry.

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Old 2015-02-07, 18:44   #5
WeeD-KilleR
Supporting Member
Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.
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Old 2015-02-07, 18:58   #6
zloyrash
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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Quote:
Originally Posted by WeeD-KilleR View Post
Remove ability to always spawn on cache! They can literally spawn in your face when you are on the cache.


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Old 2015-02-07, 19:10   #7
Jacksonez__

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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

Quote:
Originally Posted by zloyrash View Post
47 people on fortress cache lol. That spawning needs to be removed . But it was pretty fun after all.

E: yeah 40-0 for insurgents again lol
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Last edited by Jacksonez__; 2015-02-07 at 19:21..
Old 2015-02-07, 19:55   #8
[R-DEV]​CTRifle
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Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

The only thing I would say is tone back a bit on making it harder to get intel points (so maybe increase longer distance kills?), because both rounds ended in just 1 cache being taken out, but the changes really help opfor to balance it out.


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Old 2015-02-07, 20:35   #9
WeeD-KilleR
Supporting Member
Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

The reason blufor only managed to take out 1 cache everytime is because opfor can spawn anytime always on the cache. Even if the enemies are on the cache. It doesnt make sense to philosphy about other changes when the obvious issue why they only got 1 cache is so concisely.

So: Revert that feature how it used to be and then make another test and THEN think about other changes.
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Old 2015-02-07, 20:38   #10
adrenalinetooth
Default Re: [FEEDBACK] Insurgency 2.0 Alpha - 1st Test Event

That Operation Archer was the most fun I've had in years (For the insurgent side, at least). But it was too easy in the end to win.

I think it can be made easier for Blufor in some ways:

1. Make the cache more vulnerable to explosive damage.

2. Instead of having a timer of 5 mins in which you can respawn on the cache, give it respawn tickets.
Say, about 100. Each time someone spawns on the cache, a ticket is taken away, and once it reaches 0 you can no longer directly spawn on the cache.

3. Adjust the amount of caches on maps.
Obviously with decent teams, a map like Operation Archer would only need 2 caches to make a fair and interesting game. As long as insurgent team plays competently and puts the cache in great places like the ones we saw in today's test, it makes amazing matches.
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