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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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2023-02-05, 11:48 | #1 |
Join Date: Mar 2021
Posts: 350
United States of America
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Insurgents feel too weak on AAS
Insurgents team is underpowered on AAS layers. They are an unconventional faction forced to fight in a conventional manner. Insurgents are built for the game mode named after them, and do best on such maps. However on AAS; Insurgents weaknesses and shortcomings become magnified. They lack so many basic necessities like spawnable launchers and machine guns. That it's painful to play as. And the mighty Sapper, becomes a liability on AAS. Watercans and grenade traps kill more friends than foes.
How about splitting Insurgent team in twain: One for AAS and One for INS? The precedent already exists with Iron Sight only and WW2 paratrooper faction variants. Why not take it one step further? And before anyone mentions the taliban and their near limitless watercan ieds. The taliban have a conventional spawn kit loadout. There's no need to rely on watercans in AAS. I see almost no watercans on AAS taliban layers. They have the option to, but dont exercise it. In fact it's quite the opposite. People actively avoid placing mines as taliban on AAS. |
2023-02-06, 12:49 | #2 |
Join Date: Dec 2018
Posts: 471
Ireland
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Re: Insurgents feel too weak on AAS
But just about every insurgent faction has binoculars for almost every kit, sometimes on AAS the BLUFOR only have iron sights. Even with scopes, counter it with binoculars. Iron sight sniper mentality, scope is just zooming the target bigger with a reticule. Its balanced by terrain or tactics.
Even wide open desert has micro terrain of 6 inchs to 1 foot in height to bound cover to cover to. Massive force required. The Omaha beach landing concept applies everywhere, one boat dies fast, 20 is too many for enemy to kill quickly. One man dies fast, 20 is too hard for enemy to kill. Mix with tactics like camouflage, 1 man per piece of cover, 1 man hit per tank shell spread formation. It requires instruction and training as you go into these situations, can't just say zig zag when micro terrain is also required. Can't just say zig zag without explaining concept running in a straight line is just as bad for you as sitting still, enemy aims easier. Take this concept I will teach about the Mosin Nagant sights and apply it to every iron sight. The Mosin Nagant has a ring sight, put the suspect pixel in there and line it up with the sight post. Scopes really add a lot of confidence, but with iron sights you must trust your gut. Every man take this concept to at least target the enemy. Any terrain, any weapons. Not always a direct forward attack, some times forward one side then fall back while another side pushes up under the others distraction or firepower. Swarming tactics required, human waves should be sending bullet waves. Bullet storms. No tactic is stupid, it just has to be done right with at least micro terrain to survive. Although I did teach what I called this "Dance" one time for the open ground of Dry Creek Bed in Battle of Ia Drang LZ X-Ray where you don't need cover, you just need each other. If you are getting shot at bring the tracking of enemy fire away from friendlies, if not getting shot at shoot for the guy getting shot at. Of course this is after drilling 1 man per piece of cover, 1 man hit per RPG formation whole round which is required for the dance. |
2023-02-06, 22:43 | #3 |
Join Date: Feb 2011
Posts: 168
United States of America
Location: New Jersey
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Re: Insurgents feel too weak on AAS
Insurgent factions get hideouts. You get a car with 2 squadmates and can easily put 2-3 hideouts around enemy flag. Plus, you can build spg's, and machine guns with infinite ammo generating. How are the insurgent factions too weak on AAS? They get the best of AK's and M4's, SPG techies, which are one of the best assets in the game, and so much more. Taliban beat USMC on Kunar all the time. Maybe your issue is with map balance instead of faction issues?
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Thanks to WarEagle751 for the Signature pic! |
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2023-02-07, 00:01 | #4 | |
Join Date: Mar 2021
Posts: 350
United States of America
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Re: Insurgents feel too weak on AAS
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Note: I am not including Skirmish layers, which technically are AAS, but those layers lack vehicles and are heavily focus on infantry combat in close quarters situations. Which is something that insurgents are competitive in. | |
2023-02-07, 12:15 | #5 | |
Join Date: Mar 2019
Posts: 150
Benelux
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Re: Insurgents feel too weak on AAS
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- 2 rocket technicals - mortars + 4 support technicals - 7 (seven!, VII!, 7!) 50 cal technicals - SPG-9 technical - Bomb truck - ZiS-3 emplacements - ZSU-23 emplacements - Infinite RKG's They can easily win everything. YOU JUST HAVE TO MARK INF/APC's WHEN YOU SEE THEM, NOT THAT DIFFICULT. Like seriously, just call out/ mark enemy hide-outs/apc's/full squads when you see them, and don't be lazy about buidling hideouts, and winning Kafr as insurgents is easy. | |
2023-02-07, 22:04 | #6 | |
Join Date: Mar 2021
Posts: 350
United States of America
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Re: Insurgents feel too weak on AAS
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Officer: FAL is mediocre, too much recoil, not enough extra damage over the AK to justify using it. Hi-Power + Romanian AK is god tier. Insurgent 1: Chinese AK is decent. G3 same problem as FAL. But the whole kit feels lacking. Only one frag and one smoke? Insurgent 2: SKS is adequate, but not in CQB. Mosin is a bolt action; it's like the SKS but magnified in good and in bad traits. Only plus the kit has is ammo bags and frags. Insurgent 3: AK is great. RKGs are ok. But sometimes you want regular frag grenades. Because RKGs can be a liability. Insurgent 4: The 870 is great in CQB. But anything past 20m is a pain. Lee-Enfield is great for longer range standoffs and has great sights. But again it's a bolt action. Great that it has frags and ammo though. Collaborator: The vz.61 is dogshit. Too high recoil and too little damage. No point in going civi medic at all. Rope is nice but feels outta place. Sapper: Insurgent's biggest liability. I've seen way more teamkills because of misplaced AT Mines and Watercans on kafr halab inf than any other insurgency map. I'm not including pickup kits into the equation, because they are rare and a non factor. | |
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