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INS/MIL VS HELI factions

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INS/MIL need a way to move around map fast. Maybe its time to buff their bikes.

It is not fair when conventional factions can do a choppered budy rally and spawn the entire team when you do not have means to also move quickly.

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Allow INS/MIL spawn on any rally point, not just buddy.   (this will ring some bells :))

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Make INS and MIL git gud, remember that they have AA guns, and that MANPADS are already planned.

And that Commander abilities are down the line, and I smell SAM batteries in there.

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Even a techie is lethal to a heli so they should have enough firepower to make the life miserably for the choppers already. Plus most layers with helis have only conventional factions.

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Put helicopters on a timer so it won't be used in the early game to rush the insurgents. After the start of the game, helicopters will not be any problem for the unconventional factions (with their ZSU's and techies).

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This is something i said in an earlier post. INS and Militia needs to be more like a pest.

Have more random MAIN locations where they can spawn from.

- This will result in being more chaotic for the enemy team which is more realistic fighting these forces in real life.

Encourage terrorist cells versus larger squads of US, RU, CA, GB forces.
- give squad leader access for booby traps to encourage more squad leads doing hit and runs

- You could give them personnel mines, claymores or gas canisters that damage when in contact.
 

Have the buddy rally system but not the US, RU, CA, GB. 
- This will let them reappear and be a force that will not go quickly.
 

Give soldiers more mines, booby traps and other home made items to encourage ambushes.
- This would slow down the pace for opposing factions ( watch out booby traps, there might be more! )

 

Instead of trying to balance the factions, create characters for factions.

Edited by SinisterGlitch

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more start of round spawn points for small factions and more randomness. an unknown gun emplacement for example. a few  (limited and destroyable) ammo caches in villages. 

 

Allow SL with a squad [limit to first 3-4 squads with over 5 people - variable] to create a random rally at round start to give them options. I've mentioned before that this will give life the the empty map and add some risk to rushing. 

Drop a start of round squad rally beside a damaged chopper out in the field and we can all re-enact Black Hawk Down

 

Repeat with an extra logi or even a tank and make it an effort to recover it. Damage the vic using an explosive or just drop the thing upside down...we all know how random flipping a vic can be...

 

Simple with existing assets and so powerful in the way it adds varied gameplay. To make it work in comp play the scenario could be a fixed number where a random number would be used in public games.

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In real life asymmetrical warfare do you think the Militia or Insurgents are going to have "role restrictions"? Probably not. Once you've got more dudes with mines and RPG's on the map helicopters and tanks get autobalanced.

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13 hours ago, suds said:

more start of round spawn points for small factions and more randomness. an unknown gun emplacement for example. a few  (limited and destroyable) ammo caches in villages. 

...

 

This is the sort of thing that really should have be added for irregulars. I've always wanted there to be a significant separation between the play styles between conventional and non-conventional forces that is more than just differences in content.

 

Playing with spawning and logistics mechanics for them is something that could really help to make them more effective asymmetrically.

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