Insurgency... A modern RO? (merged)

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[5GTA] Juan

FNG / Fresh Meat
Oct 18, 2008
88
11
0
Ebro Front
www.clantoro-ro.wesped.es
I must reckon I am getting really addicted to INS, to the point I only play RO for clan events...:eek:
I really love the INS MG, the bipod is easier to deploy, the sights are nice and has good accuracy.
I understand that MG42-DP are medium machine guns, heavier than moderm LMGs like SAW or RPK, but, for example, in INS you can adjust a little your position once the bipod is deployed, and there is a position with bipod deployed but looking over the sights for vigilance...
I am getting records with the RPK I would never dream in RO, maybe because it is faster...
 

D3terioNation

FNG / Fresh Meat
Dec 15, 2005
3,959
82
0
41
West Sussex, UK
I dont understand why they dont do something radical, like give the insurgents faster movement to simulate the fact they are carrying hardly any equipment and know the area!1

But nooooooooooo, there must be balance! :rolleyes:

And at least giving the ****ing rpg some bullet drop ffs!!!
 

Sidus Preclarum

FNG / Fresh Meat
Oct 30, 2006
683
0
0
42
Civitas Osismorum
Yeah, asymetrical gameplay would be cool. I mean, like the US having better weapons and body armour, and the INS more respawn while the US have to pull wounded comrades or someting...
 

JoshuaC

Active member
Mar 13, 2006
661
27
28
Arizona
I've been playing this quite a bit as of late and it's definitely gotten better but 1.5 years after the release there's still the same glaring issues that were some of the main issues in the first beta. Some of the maps that had horrible spawn camping problems still have the same issues and movment is still jerky to all holy hell.
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
I was referring to making Insurgents move faster because they know the area or giving them shorter respawn times. I can't even tell if the RPG has bullet drop or not because the distances are usually way too short to notice. In any case it doesn't really matter very much in the game and certainly doesn't make the RPG overpowered.
 
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D3terioNation

FNG / Fresh Meat
Dec 15, 2005
3,959
82
0
41
West Sussex, UK
I was referring to making Insurgents move faster because they know the area

A sim is supposed to reflect the real world as much as possible! So giving the insurgents such benefits as faster movement based on the fact that they have almost zero equipment isnt really unrealistic. Also in giving them faster movement to demonstrate knowledge of their own back yard (!) is also a logical reason to have it!!

And no, there is no drop on the RPG! Once I fired at a guy from at least 80m away and compensated by aiming about a millimetre above the guys heard, and it whooshed right over!!!! :rolleyes:

There is no thinking required for this game. Its PANTS!!
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
Moving faster doesn't just mean you will cross a distance between point A and B quicker than the other guy. Much more important is that it will also make you harder to hit while moving. THIS would annoy the hell out of me and, no, doesn't seem very realistic or Simulator-like to me. If anything it sounds like an idea that could come from CoD.

Equipment is another thing. But hey in RO we can carry a machinegun, spare barrel, sidearm, nades, panzerfausts and a 10kg satchel charge and it doesn't affect movement speed.
 
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D3terioNation

FNG / Fresh Meat
Dec 15, 2005
3,959
82
0
41
West Sussex, UK
Moving faster doesn't just mean you will cross a distance between point A and B quicker than the other guy. Much more important is that it will also make you harder to hit while moving. THIS would annoy the hell out of me and, no, doesn't seem very realistic or Simulator-like to me. If anything it sounds like an idea that could come from CoD.

Yeh ok lol enjoy your arcade shooter!

But hey in RO we can carry a machinegun, spare barrel, sidearm, nades, panzerfausts and a 10kg satchel charge and it doesn't affect movement speed.

True true, RO should fix that in the next one fo sho!
 
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BadKarma

FNG / Fresh Meat
Mar 29, 2006
160
0
0
Frankfurt/ Germany
A sim is supposed to reflect the real world as much as possible! So giving the insurgents such benefits as faster movement based on the fact that they have almost zero equipment isnt really unrealistic. Also in giving them faster movement to demonstrate knowledge of their own back yard (!) is also a logical reason to have it!!

How many equipment do you think the regular Marine carries with him hen he is on a patrol?
I don
 

LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
831
132
0
Pennsylvania, USA
I think there are two HUGE problems with INS that need to be addressed:

1.) Map design. The maps are confusing, with horrible chokepoints with little tactical variety, rampant spawn camping and exit camping.
2.) Some of the weapons have very little recoil, and almost none have proper weapon sway while walking, etc. This makes them into unrealistic laser cannon. A guy with an AK can one-hit people at the edge of the fog. all day long. Combine this with aforementioned problem with choke points and lack of tactical options, and you just have realy frustrating gameplay.

It's a good start, but it's still flawed. I've kind of put it back on the shelf untill they release 3.0. Then I'll take another look.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
i am with you about the better knowledge of the area. It could be compensated in the mapdisign with passages which are only accessible by the Ins.
Like, lazer walls?
The only things I could imagine to simulate this somewhat (at some point everyone knows the maps and that's it then) would be more detailed maps and more accurate objective markers for the insurgents.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
I think there are two HUGE problems with INS that need to be addressed:

1.) Map design. The maps are confusing, with horrible chokepoints with little tactical variety, rampant spawn camping and exit camping.
2.) Some of the weapons have very little recoil, and almost none have proper weapon sway while walking, etc. This makes them into unrealistic laser cannon. A guy with an AK can one-hit people at the edge of the fog. all day long. Combine this with aforementioned problem with choke points and lack of tactical options, and you just have realy frustrating gameplay.

It's a good start, but it's still flawed. I've kind of put it back on the shelf untill they release 3.0. Then I'll take another look.
I whole heartedly agree... it's for these reasons that I have never played the game for more than a week (per release) and that the game doesn't really have much of a player base any more.