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Beans

Will lnsurgency gamemode get some love soon?

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Anyone else a little disappointed in the current state of the Insurgency game mode? Coming from PR I felt like Insurgency was my favorite mode and probably made up about 80% of my play time in PR. I mean we only recently got Al Basarah which feels like a legit insurgency map but I've not seen the devs ever mention there would be some Insurgency improvements coming down the pipe.

Edited by Beans

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I'd wager that there is just way more important things to work on at the moment, buy I can't wait until they give it some more love too. I hope they even expand on it some. It doesn't need to be a 1:1 copy of PR's insurgency.

Edited by IronComatose

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Insurgency will get some more love. There's a lot of other things that are more important for sure, as mentioned above, some of which might even benefit future iterations of the Insurgency game mode. :)

 

I love Insurgency in PR, but I wouldn't say no to the devs taking it one step further as they've done with Squad as a whole!

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Insurgency is so fun. Coming from PR aswell. I am gutted that we have been forced playing AAS all the time latelly.

 

What I consider insurgency gamemode should be like is:

- to gain intel of insurgent cache aproximate locations you need to eliminate specific number of insurgents which in result gives you higher percentage of gaining that map intel

- there should be two caches spawning at one time and no more, but you can discover only one location by gaining intel not the other one. The other one should stay hidden until first one is destroyed to present a chance for insurgents to set up defences if they wish so.

- new fob mechanics could be experimented with. Like if US side builds a specific fob it will accumulate small number of tickets over time for them if they keep that firebase fob alive. Maybe a new deployable like medical tent or barracks tent type of thing would do that. Thats just one way how to make fobs more relevant.

- US should start with way less tickets than insurgents

 

 These are just some of the ideas that comes to my mind when talking about ins.

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I enjoy insurgency too, it is just so different to AAS with far more focused fighting. 

 

It is so rare to see it lately, so I tend to spend at least 10 mins explaining it to other squad leaders, often they understand far too late. Typically you will see an attacking squad rushing the resupply points marked on the map and claiming they need support and cannot cap. :D
 

I believe it is in the rotation on one of the popular RIP servers (EU)

 

As a short term improvement:

A good defence is great fun for both teams and I would ask for increased flexibility for building for the defending team simply because of the variation this creates. 

Perhaps the cache should act as a supply of build points as soon as it spawns. Allowing some defences to go up quickly, hopefully not preventing another radio from being placed. Or give a freshly placed radio a higher number of build points for the defending team.

 

The location a cache appears in can turn a really close game into a big disappointment. It would be awesome if a cache could be dismantled for a short period after spawning so it respawned.

 

EG

A strong defence has been set up to hold a cache.

The final cache (game ending if lost) has appeared right near the enemy main and has little to no chance of being defended.

A SL and a couple of shovel carriers go there and remove it before the enemy sees the location. The cache is destroyed but does not count, it respawns quickly. The number of times this could happen could be limited.

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I haven't seen it in rotation in ages. While not perfect, I did enjoy the change in pace, I think with refinement it will be great. 

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I think there should be designated insurgency maps tailored for that game mode with bonuses to the Insurgents faction to further the asymmetry of the gameplay which would make the mode more fun and different from all the other, in PR Ramiel, Fallujah West and Kokan Vally were these maps and they were great for the game mode. OWI can do the same.

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something like 10-15 vehicles spawning at the same location on the map to simulate re-enforcements coming in to help defend a cache. Would love to see a whole lot of techies and some armour roll up on a surrounded cache.

Edited by suds

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I love insurgency it's awesome! I think it's usage within privately owned servers is heavily skewed by the maps available. Agreed that Basrah fits it more than any of the other ones but with Fallujah coming and perhaps even others made by the community it'll become much more popular than it is now. Time will tell... 

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On 01/09/2017 at 10:31 AM, Rainmaker said:

Insurgency is so fun. Coming from PR aswell. I am gutted that we have been forced playing AAS all the time latelly.

 

What I consider insurgency gamemode should be like is:

- to gain intel of insurgent cache aproximate locations you need to eliminate specific number of insurgents which in result gives you higher percentage of gaining that map intel

- there should be two caches spawning at one time and no more, but you can discover only one location by gaining intel not the other one. The other one should stay hidden until first one is destroyed to present a chance for insurgents to set up defences if they wish so.

- new fob mechanics could be experimented with. Like if US side builds a specific fob it will accumulate small number of tickets over time for them if they keep that firebase fob alive. Maybe a new deployable like medical tent or barracks tent type of thing would do that. Thats just one way how to make fobs more relevant.

- US should start with way less tickets than insurgents

 

 These are just some of the ideas that comes to my mind when talking about ins.

these two are excellent ideas. would give ins. side a reason to attack.

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Dont give Insurgents tickets. Their objective should be to defend their caches. If 4-5 caches are destroyed, round ends.

That they, the Bluefor side is forced to attack the caches and not to play TDM, also the Opfor side can actually play aggressive guerilla tactics, which the bluefor side has to avoid and play tactically. If they have just tickets, there is no reason for to attack the caches. Its much saver to attack the opfor from distance and never let them come close, because you got scope and fancy weapons. But if you would need to attack the caches, you actually have to get close to the enemy that is more likely to win that fight.

Caches should spawn dependent on Intel like Rainmaker explained.

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Maybe the insurgents could have the 3 min warm up period to lay mines, booby traps and defences before the Opfor can leave main base and start the round. 

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On 11/8/2017 at 6:04 AM, Elirah said:

Dont give Insurgents tickets. Their objective should be to defend their caches. If 4-5 caches are destroyed, round ends.

That they, the Bluefor side is forced to attack the caches and not to play TDM, also the Opfor side can actually play aggressive guerilla tactics, which the bluefor side has to avoid and play tactically. If they have just tickets, there is no reason for to attack the caches. Its much saver to attack the opfor from distance and never let them come close, because you got scope and fancy weapons. But if you would need to attack the caches, you actually have to get close to the enemy that is more likely to win that fight.

Caches should spawn dependent on Intel like Rainmaker explained.

 

Yeah this was how it was initially (they had 4k tickets or something like that) ... except that then the meta was for INS to put FOBs down all over the map simply because there was zero penalty for doing so. They could spawn everywhere and there was little the US could do about it. I haven't played a game in a while, and when I do I'm always on the US, but giving the INS tickets was the smartest thing they did for the game mode. Even if they have 2-5x as many as the US... that's still enough that if they're completely retarded with their FOBs, vehicles and lives that they can lose based on tickets - which is how it should be.

Bold2: While I admit I haven't played a ton of INS... I've never once seen this tactic used. We've pulled back off of caches because we were bleeding too many tickets and not making progress... but that was only to attack another cache, not to just camp and wait out the round while killing some INS along the way.

On 1/5/2018 at 2:08 AM, Para said:

Maybe the insurgents could have the 3 min warm up period to lay mines, booby traps and defences before the Opfor can leave main base and start the round. 

Too impractical. Then if you were US, you'd be waiting 6 minutes from the time the map loaded before you could go play.

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19 hours ago, Ti0mat said:

Then if you were US, you'd be waiting 6 minutes from the time the map loaded before you could go play.


Not really. Since there is a staging period now it V10, they could make it that Insurgents could start playing as soon as the Stage period starts unlike Blufor who have to stay in base.

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I'm giving the "give love to insurgency" thread some love here... Are there any specific reasons why Insurgency isn't being played atm? Is it actually horribly broken or have people just forgotten about the gamemode? I'm wondering because I can't find a single insurgency server in the browser, even empty ones. I have played a handful of rounds on insurgency and couldn't find anything broken about it then... with the exception of some people not understanding the objectives/mechanics of it that is.

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I think you nailed it with your last comment, it's sort of in a half finished state and the rules are vague to most people. Personally, I don't want to play it until its been given some love. Thankfully, they are doing just that.

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On ‎01‎/‎09‎/‎2017 at 6:31 AM, Rainmaker said:

Insurgency is so fun. Coming from PR aswell. I am gutted that we have been forced playing AAS all the time latelly.

 

What I consider insurgency gamemode should be like is:

- to gain intel of insurgent cache aproximate locations you need to eliminate specific number of insurgents which in result gives you higher percentage of gaining that map intel

- there should be two caches spawning at one time and no more, but you can discover only one location by gaining intel not the other one. The other one should stay hidden until first one is destroyed to present a chance for insurgents to set up defences if they wish so.

- new fob mechanics could be experimented with. Like if US side builds a specific fob it will accumulate small number of tickets over time for them if they keep that firebase fob alive. Maybe a new deployable like medical tent or barracks tent type of thing would do that. Thats just one way how to make fobs more relevant.

- US should start with way less tickets than insurgents

 

 These are just some of the ideas that comes to my mind when talking about ins.

like as pr! agree

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I remember playing it back in the beta, I need that good feel again. :P

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