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Server Time vs Insurgency

Greetings, a lot of my friends and i have come up with the realization that the server time isn't long enough to balance an insurgency map.

 

the server time i think is good for a typical round time like AAS BUT trying to achieve all the objectives in any insurgency map is very difficult for a attacking team. it is more and more proving to be a matter of how much time can u waste on a cache before making them lose by timer instead of game play. this forces the attacking team to rush rush rush the entire game with little success and i personally believe this style of play hurts the teamwork or coordination with the rest of the players.

 

i myself would like to see games played till a team loses to tickets as it is designed but that would mean a timer of 3 hours+ on some maps. i think just adding half hour to a round timer wouldn't hurt at all and wanted to ask what the rest of the BigD community think.

 

i am a bit biest toward the insurgency mode tho, this is what keeps me playing PR and i understand that shorter rounds are more exciting but i think forcing a faster play is forcing a less tactical approach to the game making it harder for new players to get involved as well.

 

its currently set to 2 hours:wacko: which means a about but not exactly to an average of 17 minutes per cache in order to win, and usually it takes about 10 minutes just to set up for the attack on it with travel time included, leaving less than 7 minutes or so to attack, overrun, search and destroy cache and then RTB, rearm and reload to be in order to go for the next(this is assuming u even got enough bodies to shoot at within that time to fuel the next intel mark). this is a pretty extreme requirement on an average game. the only way to win by normal standards is to completely obliterate the enemy team with no pause, or somehow acquire so many intel points that u can split your team in 2 and successfully attack 2 caches at once all game, but to get that much intel all round means you have to totally obliterate the enemy team from the beginning once again.

 

i just want to propose we add a mere 30 minutes onto the server round time to help counter this improbability of finishing a insurgency mode game but still also keeping the rounds relatively quick for AAS, personally id like the full 4 hours per game(so its ticket based) but to be fair to those that may oppose that long, i only suggest a 2:30h game time at the least!:blowup:

 

note: if the rounds don't keep finishing due to time, the rotation will be more offset to the clock and is more diverse at different times of the day, rather then the same maps at the same times after people finish their jobs and come home etc. u may notice u might play the same map every day at a particular time unless the server crashes or does something to change the lineup.

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Is the round time to short for insurgency mode? 1 member has voted

  1. 1. Is the round time to short for insurgency mode?

    • No, i like the quicker games and dont mind premature round ends
      0%
      0
    • Id like to win the rounds to tickets instead of time, but making the round longer isnt worth it
      0%
      0
    • I think a small increase would enhance Insurgency mode and wouldnt make AAS feel too long.
      0%
      0
    • Yes its much too short for a balanced insurgency, needs a big increase!
      100%
      1

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The current time is good if there is a stalemate or if the US is completely incapable of capping with only a few players and doesn't lose enough tickets because there's a low count. Most of the time I go on the server is either full up or almost full rendering the time too short, or has minimal players and is too long. Unless you can make it changeable by player vote then I'm not sure how you would make it work.
[sIGPIC][/sIGPIC]

Simply put, if Insurgency is played properly (which it often is on bigD), 2 hours isn't enough. You'll find that the majority of the time when blufor win insurgency rounds it comes down to stumbling on unknowns or some noobs giving them away.

 

Gameplay completely deteriorates when a tough to get cache pops up and blufor gets stuck on it. With enough time it wouldn't be an issue, but as flat said, blufor essentially gets 17 mins per cache. Good luck getting one of those cave caches on lashkar under that kind of constraint...

 

An extra 30 mins is a good compromise I think. It would take time for people to adjust to, but with time I think could have an overall positive effect on the way insurgency games are played. Also another 30 mins on top of AAS games shouldn't be the end of the world.

 

Plus for you asset whores out there, an extra 30 mins means another round of respawned assets! On that alone you should be creating new accounts to vote for an extra few mins!

http://i4.photobucket.com/albums/y122/sabretron/auxbkt.png

Will you be seeking endorsement / accept rejection of this proposal based on a combined score of two of the similar options ?

 

To be clear also - you aren't suggesting a corresponding increase in the ticket count ?

http://i783.photobucket.com/albums/yy116/IINoddyII/aux1_zpsab5224fd.png

If there was an extra 30 minutes to what is already 1 hour of okay game play, followed by another 30mins of deteriorating game play, leading to a final 30 mins of stretched out-teeth clenching-boring as pop wait until the next map. I think you would see many people get bored of repeating the same task for 2 1/2 hours. Its not just insurgency that would suffer, if you ran into a stale-mate on an AAS map, you would see half the teams leave due to pure boredom... The round time has been changed before, and its always pretty much come out at 'leave it at 2 hours'. Enhancing the gameplay of one area whilst destroying another doesnt seem right to me... my 5c

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
Hopefully it doesn't increase the time spent by BLUFOR just sitting in the desert with assests or whatever and it is acctually used to move on objectives.
prsigRDEV7.png
Time limit is fine as it is, you must remember all the assets & superior technology the blue force get. If the blue team can succesfully co-ordinate as a team & use the assets correctly then 7 caches in 2 hours is plenty. The first cache is usually the hardest as everybody is spawned in, mined/IED and ready to fight, blue force should use the domino effect and move swiftly through the caches whilst the insurgents are either still fighting at the old cache or at main.

So many people including myself, Don't enjoy playing any more because of the round times being increased to 2 hours from the original 1 and a half hours.

I strongly disagree with a further time increase.

http://i.imgur.com/zoL1k.png

I think that we shouldn't increase the time as it would be just to long and it would drag on but it would be nice to have a very small increase but we don't need the INS rounds to be to long as it will bore people by the end of it as we could defend a chase all game and no one attacks it but it should stay at 2 hours or increase by like five minutes or something.
Maybe we could reduce the blufors tickets by 100 or so? Is this possible?
[sIGPIC][/sIGPIC]

Since the last update fiddled with how tickets are lost (losing a ticket for becoming wounded) all (?) maps had their tickets doubled, so some maps have somewhere near 600-700 tickets for each side. As a result, Blufor very rarely run out of tickets on Insurgency so they either win by a ridiculous margin or simply run out of time.

 

Unfortunately I know that roundtime cannot be changed on a map by map basis and I think that it's the same with tickets.

 

Tbh, I think 2 hours is more than enough time in 0.95, you very rarely even need to look for caches anymore because the red diamond is literally ontop of the cache.

Inq. Ford_Jam001

"Towards danger; but not too rashly, nor too straight"

Consider playing with Inqursion.See here.

I think 2 hrs is plenty, for two reasons:

1) for the enjoyment of the insurgent team who are often bored waiting for blufor to show up, and/or frustrated from being outgunned by armour/scoped weapons.

2) there is always a second cache that can be stumbled upon/attacked if known should one cache be too seriously defended.

 

The main issues I see occurring when the teams are one-sided, with map parameters being a secondary effect. Two evenly matched teams? It is harder for blufor to win, but rightly so.

Another solution not presented as an option in your poll is just don't have insurgency maps at all.

 

Problem solved .

 

:hi:

Maybe providing reasons on the vote list wasnt essential?

I'd vote no. But then it also says that I prefer quicker rounds and dont mind premature endings, which isnt true.

So yeah, life's hard.

DON'T YOU CLUCK WITH ME, BUDDY!

----------------------

After that night I started peeing out the window to avoid going down the hallway when it was dark.

i know insurgent maps have a love hate relationship in PR, so is a hard ask to increase the time limit for them, equally for lengthening or shortening to accommodate AAS.

 

I think your best option would be to set up a few insurgent community nights with the 2.5 hours or even try more. The people playing and staying are choosing to because they like that game mode. People can plan to play this night or not as whether they like/dislike insurgency maps.

Noddy´s Awesomeness = HAPPY GEK :D

http://i295.photobucket.com/albums/mm127/vandal1313/Disobidience-small.jpg

  • 2 weeks later...
  • Author
Will you be seeking endorsement / accept rejection of this proposal based on a combined score of two of the similar options ?

 

To be clear also - you aren't suggesting a corresponding increase in the ticket count ?

 

the poll was pretty much to see what the public and admins think, wasn't really intended for a definite democratic vote, and im pretty surprised that alot of the people posting are short game or AAS lovers. id rather insurgency only, maybe its because of my irl training that see's the fun side to being patient rather then the same old same old fast paced cod style that everyone seems to only know about, i think of pr as a chess game rather then just wanting to watch the stats screen at the end.

i guess its pretty 50/50 looking at the poll so what can you do.:disgust:

 

oh and your question about ticket count, it would make more sense to me to reduce it so it would fit inside the tiny time frame we are forced to fight in wouldn't it?

In My Humble Opinion - it is the correct length at 2 hours.

 

p.s. didn't vote because the wording of the first response seemed

biased... reminds me of a referendum. :)

"When you have to kill a man, it costs nothing to be polite."

- Winston Churchill

Oh that reminds me.

 

(was planning on replying to this once a few people had expressed their opinions.)

 

Two things I need to make clear .

 

Is that we can't have different round times for different game modes in a rotation it doesn't work like that.

The time limit is set to 7200 minutes, which is half the default (for BF2) of 14400/4 hours, and requires the server to be shut down and the change applied then the server restarted to change.

 

As for changing the tickets, means the server would have to be passworded as we would be running modified content.

http://i230.photobucket.com/albums/ee118/bahlye/bahlye007/mouse_zps73307fb2.gif

 

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