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| Insurgency - Tactics Discussion Tactics discussion for Insurgency |
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#1 (permalink) | ||
![]() Join Date: Jul 2006
Posts: 528
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ins_sinjar IMC discussion
I think for Sinjar it might just work.
Here is the information to switch to Unlimited Marine reinforcements and Ten Insurgent reinforcements. (Previously the Marines had 10) Quote:
Quote:
-Aaron |
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#2 (permalink) |
![]() Join Date: Jul 2006
Posts: 528
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Re: Discussion: Spawn Areas
Wow.... this IMC stuff is awesome. You can change the squad setup for EACH MAP. So like if we wanted one team to be limited to all shotty/engineers, we could do that (for some reason...)
I also noticed that "roundlength" is often set in the IMC. I suspect this over-rides server settings? -Aaron |
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#3 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 29
Posts: 6,776
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Re: Discussion: Spawn Areas
There are different types of timer settings the server can enforce. From what i've gathered it's either via IMC, server setting or no timer.
It's set to IMC right now so yes we could change round timers via IMC. The rest of the push maps are setup for marine limited deplyoments and endless insurgent deployments. I'm not sure why though. That IMC looks good, i'd almost say make alpha cap time in 3 seconds just so the marines can get a start rather easily since they have a huge disadvantage from the start. The other issue is the spawn locations near charlie for both teams seem to be almost next to each other. I don't quite understand that yet. If the USMC Trucks is alpha, you can't have startspawn there. The insurgents will then spawn right at alpha. |
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#4 (permalink) | |
![]() Join Date: Jul 2006
Posts: 528
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Re: Discussion: Spawn Areas
Regarding Sinjar>
I looked at the IMC again and would suggest keeping both the USMC and IRAQI at Quote:
-Aaron |
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#5 (permalink) | |
![]() Join Date: Jul 2006
Posts: 528
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Re: Discussion: Spawn Areas
Quote:
You might be right though... if the entire Insurgency team is actually defending A it might be impossible for the USMC to claim. However, the USMC don't necessarily have to claim A to win, they just have to kill all the Insurgents. This creates a situation where the Insurgents might chose to not even defend A, and hole up in the Fort where they have even better defense. -Aaron |
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#6 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 29
Posts: 6,776
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Re: Discussion: Spawn Areas
Code:
"USMC_trucks"
{
"teamstart" "TEAMSTART_TWO"
"reqpercent" "20"
"captime" "8"
"mixedspawns" "1"
"startspawn" "1"
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#7 (permalink) | |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 29
Posts: 6,776
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Re: Discussion: Spawn Areas
Quote:
If the entire team is on objective, this is nearly impossible as a smoke and run into alpha. If the marine team pushes immediately they will get there nearly first but it's about even and thus the insurgents have the advantage due to height and cover. If one guy makes it in to cap alpha quickly then the rest of the team spawns very close, there could be spawn camping issue but the USMC do spawn behind trucks for the most part. |
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#8 (permalink) |
![]() Join Date: Jul 2006
Posts: 528
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Re: ins_sinjar IMC discussion
I suspect that if the Insurgency knows they have a limited number of spawns they might not push Alpha as hard.
I remember why I put the USMC at 15 second spawns last night. If the USMC shoot down one or two defenders it gives them a window to advance. -Aaron |
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#10 (permalink) |
![]() Join Date: Jul 2006
Posts: 528
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Re: ins_sinjar IMC discussion
That works perfect for Sinjar though right? Isn't the idea that the USMC are sieging an Insurgency hideout?
If the Insurgents have 10 respawns it gives them two goals: Defend the base and stay alive. The USMC will have to react to their playstyle, if the Insurgents are playing it forward the USMC can be content to weaken the Insurgent force by sniping off the forward positions (remember, ONE dead player = One respawn used). If the Insurgents decide to hold back in better defensive positions, they USMC will have to slowly crawl and secure the area. I think once players realize that One Dead Insurgent = One less respawn wave they will be less keen on sniping the USMC spawn. It just isn't worth taking the chance. I think it will be more fun than the current meat grinder. The exact values can be tweaked as we play more. -Aaron |
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#12 (permalink) | |||
![]() Join Date: Jul 2006
Posts: 528
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Re: ins_sinjar IMC discussion
Cool. Do you want me to edit the IMC completely and post it here? Or are you taking care of that?
EDIT It looks like there are just a few fields we are talking about. Quote:
Quote:
Quote:
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#13 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 29
Posts: 6,776
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Re: ins_sinjar IMC discussion
I'll load them up and try it out.
I set the village (charlie) cap time to 15 seconds. I also gave the Insurgents 15 waves to start instead of 10 just so it's not to bad at first. Trucks cap time at 4 seconds. |
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#14 (permalink) |
![]() Join Date: Jul 2006
Posts: 528
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Re: ins_sinjar IMC discussion
I kept editing that last post. Sorry.
What do you think about the slightly longer "timewave" fields? What about instead of 15 Reinforcement waves, drop it back to ten and bring the emergency number up to 5? That way the insurgents have to keep their commander alive. I have a few hours before work, if you want I'll hop in the server on this map and see if we can't spark it. -Aaron |
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#15 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 29
Posts: 6,776
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Re: ins_sinjar IMC discussion
I'm pretty sure the emergency waves are used from the current number of waves. It's just a mechanic to allow immediate reinforcements.
I set the USMC at 25 seconds deployment as well. I'm also recopying server files to try to remedy this crashing on map change. |
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