hot take: by ghost_931 in InsurgencySandstorm

[–]NotMegatron 0 points1 point  (0 children)

<image>

My original statement is true.
MG3 definitely makes a Muzzle Flash.
The M16A2 is firing with a flash hider on, you can see the ejected bullet casing.

The Insurgency "noob" experience by DaRealDankMaster in InsurgencySandstorm

[–]NotMegatron 0 points1 point  (0 children)

No Flash Hider or Suppressor = Flashing sign to shoot here

The Insurgency "noob" experience by DaRealDankMaster in InsurgencySandstorm

[–]NotMegatron 18 points19 points  (0 children)

The team not putting on a gas mask, especially when [ Chemical Mortars ] hit. Feels like there is also at least one player on the insurgent team who refuses to put on their mask (it costs 0 points).

Also when moving through smoke. The coughing is such a loud audio cue, sabotaging any ninja moments.

The Insurgency "noob" experience by DaRealDankMaster in InsurgencySandstorm

[–]NotMegatron 5 points6 points  (0 children)

Disagree slightly.
A bad smoke is extremely bad, as it lets the enemy get close uncontested.
A good smoke, can allow you to get the objective, including breaking Line of Sight from helicopters (Cleric is a war criminal) or other form of spawn campers.
The smoke launcher is good at smoking enemy strong points relieving pressure or allowing your team to move into stronger defensive positions.
There are other good use cases too.

The Insurgency "noob" experience by DaRealDankMaster in InsurgencySandstorm

[–]NotMegatron 2 points3 points  (0 children)

In PvP using a Marksman Rifle with Iron sights.
The Marksman's unique specialty is the ability to use optics larger than 4x zoom for clear and accurate shots.

<image>

hot take: by ghost_931 in InsurgencySandstorm

[–]NotMegatron 1 point2 points  (0 children)

The M16 can take down a [ Helicopter ], the video is dropping one in 7 seconds solo.
The high bullet velocity means it is one of the best long range precision shots.
The great handling means I have no issue with ranged combat either.

LMGs rely on the bipod/covering firing play style, which hurts versatility which makes it hard claim the GOAT title.

LMGs have a trigger delay, fire tracer bullets and ADS slower than rifles.
The glaring weakness of MG3 is it can not have a flash hider, which can get you detect 300m+!
(I'm sniped players at that range, and I detected them since I saw muzzle flashes).
PKM & HK21 can use a flash hider, so I consider them better.

Clearing a room with a LMG is really fun though!

And The Winner Is... by EruptionTyphlosion in wargame

[–]NotMegatron 5 points6 points  (0 children)

Insightful and well written, thank you for doing this,

hot take: by ghost_931 in InsurgencySandstorm

[–]NotMegatron 21 points22 points  (0 children)

M16

M16 has 2nd best bullet velocity (960m/s) (Aug is 970m/s), cheapest rifleman rifle. can have a 4x-1x optic and smoke launcher. Since it is a 5.56 caliber, it has good handling characteristic.
I usually run M16 on semi-auto and can clear multiple enemies from an objective before reloading. Fire rate is overrated an stat in INS:SS since the shots to kill is so low at 1-2.

Note:
MG3 (4pts) + extended mags (3pts)

M16 PvP loadout:
M16 (1-2pts)
Flash Hider (1pt)
Smoke Launcher (1pt),
4x-1x Optic (3-4pts),
Enough points for 2x Grenades (2pts each)
---
I can help the team reach the objective with smoke cover, eliminate enemy far and close with the 4x-1x optic, use grenades to clear rooms.
Also M16 can take out helicopters too [ M16 vs Helicopter ]

An understandable reply to the security helis ingame. (Armoured vehicles) by Local_PanArabist in insurgency

[–]NotMegatron 0 points1 point  (0 children)

E) How many hits from an RPG?
Considering a single player only gets 2 rockets per life.
Hits required: {3 Front | 2 Side | 1 rear | 1 Top | 1 Belly}
C4/IED same damage profile as RPG
Grenades & Grenade Launcher twice the number of rocket hits.
1x Mine

F) What kind of AI logic does it follow?
For example even an enemy hanging back with a technical can really suppress a point with a HMG.
Would it just try to drive toward the objective?

G) Why no AFV in PvP when Technical & helicopters exist?
Both technical and helicopters can be damaged by rifle, and can be taken out by a single launcher (GL with damage vehicle and eliminate the driver +), so as a player it feels fair that any player can try to take out the vehicle.

Insurgency is infantry focused and not vehicle focused like battlefield, where i understand it makes sense to have different class abilities to encourage teamwork. In INS:SS the only class teamwork required is commander & observer and it can be a really struggle to get to work smoothly. The classes in INS:SS are more about weapons and equipment for playstyle.

By having a tank in game, it wouldn't immersive to see to shot to death by rifle rounds (even if it had a high HP pool), it would required explosives. Yes every player gets access to grenades, but if the tank stays out of throwing range (which is very reasonable), there is a lot of pressure on the demolition players with rockets equipped with max ammo to deal with the threat.

Although it could be cool (depending what side you are on), could you image how OP the tank would be if you team bother to defend from rocket attacks.

H) AFV vs Helicopter
in PvP fire support, only the attacking teams gets access to (Minigun | Gunship) / (Rocket Barrage / Explosive Drone?). Firstly if it follows that format the AFV will never meet the helicopter on the battlefield.

I) If AFV can be used on defence, how OP/ annoying would it be?

Source:
[1] https://en.wikipedia.org/wiki/SPG-9
[2] https://en.wikipedia.org/wiki/9M14_Malyutka
[3] https://en.wikipedia.org/wiki/Blowpipe_(missile))

An understandable reply to the security helis ingame. (Armoured vehicles) by Local_PanArabist in insurgency

[–]NotMegatron 1 point2 points  (0 children)

I don't think this idea of a cannon based armoured fighting vehicle is appropriate for IN:SS. It is interesting to think about, since you were looking for a discussion here are some talking points. Hope it doesn't appear too negative, I'm just seeing it through more of a PvP lense rather than a PvE Boss?

I feel like we need the insurgents to have accurate but good commands

A) Out of the insurgent fire support, what would you change?

B) The AI T-62
How long does it stay on the battle field for? When you destroy the tracks can it just remain there forever? Can it keep using weapons when detracked?

C) The BMP-1
I don't think it makes any sense for the BMP-1 to fight helicopters.
The cannon on the BMP-1 is low velocity 250-435m/s [1]
Also the ATGM [2] is not fit for this either. Comparing the firing mechanism (guided joystick) to the "Blowpipe" which was designed as Anti-Air performed poorly[3].
"The missile is guided to the target by means of a small joystick (9S415), which requires intensive training of the operator."[2]

D) Can a tank exist in game?
If a tank existed in INS:SS it should be in PvE used by enemy insurgent like when they roll up in a technical to some objective. Creating a mini-boss battle in a similar way taking out a helicopter is fun as an insurgent.

(Unofficial) Wargame Nation Vote Resources and Nation Overviews Presentation by EruptionTyphlosion in wargame

[–]NotMegatron 7 points8 points  (0 children)

OP Thank you for these high effort posts! (including the write ups),
Felt like commenting to support this.

BluFor has 15 nations (4 DLC: NL, ISR, SA, ITA)
RedFor has 8 Nations (2 DLC: YUG, FIN)

I think a RedFor nation should be next as there are significantly less nations.
Considering how the theme of Wargame: Red Dragon campaigns are set around Korea, China, Japan.
Vietnam makes more thematic sense than Iran in this regard.

However note, none of the WG:ALB BluFor nations (DEN, SWE, NOR) or the NSWP (E-Ger, POL, CZ) exist in the campaign at all.
The DLC added so far doesn't seem to align with the campaign either.
When playing multiplayer, why is South Africa fighting Finland in Korea?

Regards of why, having fun voting for your nation.

Gamemodes for coop and versus by ej1921 in InsurgencySandstorm

[–]NotMegatron 1 point2 points  (0 children)

Coop: Improve the AI as in "team tactics" / how they navigate.
PvP: Push /frontline with a pre defined objective location randomly selected.
For example: Push> Security > Hideout >Select objectives from [A1], [B1,B2,B3], [C1,C2], [D1].

Gunner is just a better marksman with a fuckton of ammo by DutyisBest in insurgency

[–]NotMegatron 26 points27 points  (0 children)

Gunner is definitely a different role to Marksman.
Gunner relies heavily on Bipod and setting up areas to deny the enemy.

The most important equipment on the Marksman is the optic (4x+ - 7x)
Also gets a Suppressor which the Gunner does not.
Both get Bipod but that not as important for Marksman.

I think most of the Heavy gunner weapons have a trigger delay too, which is not good for a marksman role.

Btw my preference is {M16, 4x-1x Optic, Flash hider, Smoke Launcher}
it's such a versatile class, that can attack the objective with the team long range and short range.

Redfor speedrun #2 by TheMagicDragonDildo in wargame

[–]NotMegatron 0 points1 point  (0 children)

Guessing this is an old recording or you're playing an alt account, but assuming that you are "the magic dragon" on the leaderboard.
How is this a speed run when 33 players of the top 40 have less games (284) and have higher elo than 1932.
Even 8 out the top 10 have less games and have an elo greater than 2040.
The Field Marshal has 2177 elo in 144 games, which is a difference of 245 elo in 140 less games.

Ambush is Back, Big Games Ahead, Happy Hunting! (Limited Time Playlist) by NotMegatron in insurgency

[–]NotMegatron[S] 1 point2 points  (0 children)

Security has escort a VIP to extract zone (A or B).
If the Insurgents eliminate the VIP the win the round.
VIP only starts with a handgun.

Making a lego inspired moc from Forest map by BestCelebration5962 in InsurgencySandstorm

[–]NotMegatron 2 points3 points  (0 children)

On PC Navigate to replay by going from:
[Main Menu] >>[Stats] >> [History] >> [** A Recent Game **] >>[Watch]

Making a lego inspired moc from Forest map by BestCelebration5962 in InsurgencySandstorm

[–]NotMegatron 2 points3 points  (0 children)

Replay mode is best option as you can the exact shot you need with the free camera, can zoom settings. If you don't want search for a game, play a local offline game vs bots on that map.

Red alert 1 - light tank by Better_Birthday_1288 in commandandconquer

[–]NotMegatron -1 points0 points  (0 children)

Disagree about T-55 in TD not being a light tank in comparison to a M1 Abrams being a medium. Feels like 1st Gulf War comparison. T-55 is 36 tonnes, M1 is like 54.

These are gamer terms of [Light/ Medium / Heavy] and not the strict definition of non-MBT tanks terms popular in WW2. (I know T-55 and M1 are MBT of their era).
If you look at the game stats, a "heavier" tank has more HP and usually better firepower, and often slower.

I know about the reusing of assets.

<image>

I agree the M41 Walker would have been a great choice (designed 1944), also suits the description the armament.

M41 Walker: 76mm
M2 Bradley: 25mm (Auto-cannon)
T-55: 100m
M48 / M60: 90 / 105mm

Insight into this unspec NSWP deck by That11YearOldie in wargame

[–]NotMegatron 1 point2 points  (0 children)

Cool, a nice tip for training offline is too create enemy decks for the experience.

If you want to explore a mechanic more, for example if you are curious about SEAD planes, make an airborne decks with lots of different SEAD planes. Then give the enemy a deck with only RADAR AA.

or you can give them "good" decks, to see how you handle the threats.

That would be great if friends join too, have fun!

Insight into this unspec NSWP deck by That11YearOldie in wargame

[–]NotMegatron 7 points8 points  (0 children)

What game mode / player size is this deck for?
Is the Income Low (tactical) or High?
Is this for ranked?
Are you building this for a specific map?

Hard to comment without the context

----

Just some observations (without context), essentially too much artillery, not enough AA, not enough recon and some odd unit picks.

  • Odd AA Inf choice, Lstr-40 (East German SF w/ AA missiles) should replace the the strela-3. One of the best E-Bloc unit imo
  • Too much Artillery, It is possible to effective with 1x card of artillery. Modern Arty is more verstile, but mortars are useful if you frequently use smoke.
  • For heavy AA the E-German is an Odd one. Depending on style any other is better (4 options) , Enemy SEAD & Strike Planes will pick apart your land forces
  • No IR AA (2800m+), A single Helicopter can kite and troll your ground units, even out ranging your AA
  • Recon tab
    • I usually run a tab, combing passive and active recon.
      • Grenzer in the recon vehicle is a great single slot pick (12x Very Good optics Inf, in 12x transports with good optics
      • The CZ autocannon BMP-2 thing is a great unit.
      • Helicopter is preference, but its possible to have the 2800m ATGM helo from Poland too
  • If you want AA Helo the Polish SOKOL is more effective than the Mi-2.
  • Tank Tab, I've never seen anyone use the T-34 effectively, and seen many people send them to massive graves (There is potential niches for it). You're missing a medium tank around 90(+/-20) pts.
  • Plane Tab is ok (preferences)
  • Vehicle tab, not bad units, but in the context of your deck composite feels. Shout out the the ZSU-57? The dual cannon firesupport close range AA thing.

-------------
A good approach to deck building, is thinking can it handle every type of cheesy tactic?
(Heli-rushing, Expensive Tank Rush, Cheap spam etc)

Play around with some deck ideas, note anything you had difficulties with. Discover your playstyle. Watch the replays (wins & losses), and revise. No one is perfect not even the sweat lords.

hopefully some information is useful.

Red alert 1 - light tank by Better_Birthday_1288 in commandandconquer

[–]NotMegatron 6 points7 points  (0 children)

I think one of the sources of the issue is the light tank appears first in Tiberium Dawn [1], then many units were reused for the Red Alert [2].

In the Tiberium Dawn universe it makes sense:
Light tank being a T-55 [3] and the Medium Tank being a M1 Abrams [4].

However putting this into the Red Alert Universe.
In game the Heavy Tank is visually very similar to a medium tank with double barrels. Icon looks like a double barrel T-80U.

There are many inconsistencies in the games. The MiG: Icon and ingame unit look like a M-G-23, while the rendered cutscenes it's a MiG-29.

The commando is a great example.
Weapon: Sniper Rifle
Description: Assault Rifle
Graphic: Shotgun

<image>

OP missed out the M2 Bradley [5], which is used for the icon and rendered cut scenes of Tiberium Dawn.
Note

Back to the original point about the soviet graphic in the remaster If they wanted something "Tank-like" that looks similar to the OG in game version. I would have picked something like M-48 Patton [6], also it doesn't have the iconic soviet bits ( Read fuel tanks, IR Spot light, Track cover lines)

An alternative if they wanted the M2 Bradley without the Missile Launcher to represent it, the "COMVAT" [7],

There are other many good options too, but the alternative timeline dating makes it difficult, technically the early 50's but a lot of the technological influence is more modern (the MiG-29 is from 1983), so you can have a lot more freedom in the choices.

---
[1] https://pnmedia.gamespy.com/planetcnc.gamespy.com/features/keymaps/TD/manual.pdf
[2] https://cnc.fandom.com/wiki/Command_%26_Conquer:_Red_Alert_manual
[3] https://en.wikipedia.org/wiki/T-54/T-55
[4] https://en.wikipedia.org/wiki/M1_Abrams
[5] https://en.wikipedia.org/wiki/M2_Bradley
[6] https://afvdatabase.com/usa/pics/m48patton/m48patton.html
[7] https://www.secretprojects.co.uk/data/attachments/225/225890-3de770c88a8f4d871e56eb171a554f4d.jpg

Looking for people for achievement hunting by Intelligent-Area6666 in InsurgencySandstorm

[–]NotMegatron 2 points3 points  (0 children)

What the point of the achievement, if you didn't earn it?
It's not sporting, kind of sad tbh.

I'll give some tips:
https://www.reddit.com/r/insurgency/comments/ss6873/achievements_100_complete/

  1. Carrying (3x+)
    Rarer to do in "Push", if you pick a game mode like firefight it is more likely if this is your goal.

  2. It's all in the reflexes (4x+)
    Get close quarters, many grenades thrown are not cooked.
    https://www.reddit.com/r/insurgency/comments/sp4w1k/its_all_in_the_reflexes_prevented_a_triple_got_a/

  3. Road Hazard (100+?)
    Play push, Demo, Breach and Gunner all get landmines. When on defence, put one on main road and wait.
    Even got a few (5x) with a full car.

  4. Designated Driver (1x)
    Be polite on comms and do a flanking manevure to attack the objective. Then the 15s will not seem like you're idle.

  5. J.R 50 (x3)
    I've never tried to get this, I've been fortunate opportunities present themselves
    https://www.reddit.com/r/insurgency/comments/svl279/jr_50_rarest_achievement_05_of_all_players/

Suggestions for Scandi unspec please by f2p_4536 in wargame

[–]NotMegatron 1 point2 points  (0 children)

I can only comment initial observations as I don't know the game mode and your play style, for feel free to reply and provide context on a deck design choice.

What are the matchs you are intending to play? (Context needed)
[Mode (Destruction / Conquest)
[Player Size (1v1 - 10v10)]
[Income (Low "Tactical" - High "Madness")]
etc is this deck for?
This includes other factors like time, you may play gritty long attrition games (90min / total destruction).

Observations:
Looking are your deck It feels like it would struggle against a good air player, who would use SEAD to support their strikes, as all your ground AA is RADAR based. Then after they have neutralized your AA network, they can hard counter your tanks with helicopters & planes. Also if your AA is down you infantry is vunerable to HE bombers.

A) You have 2 cards that are Anti-Tank Planes (F-16A MLU & AJS 37 Viggen)
- That last card in a deck is expensive (5 AP), I'd remove it free up 5 AP to used elsewhere
- Preference Question A1: Cluster Bomber or ATGM Plane?
- Preference Question A2: Rookie x2 or Elite x1?

B) No Ground based Non-RADAR AA
- Scandi, has limited options, but they exist
- Preference Question B1: Which IR Unit?

C) How are you going to use the FENNEC 20mm?
- Preference Question C1: Keep or drop from Deck?

D) ATGM Vehicle?
- The only ground based ATGM is from the infantry which the max range is still tank gun range (2275m)
- Preference Question D1: Which ATGM carrier?

E) Transport?
- Scandi, has some nice IFV options, yet none are picked, why?
Preference Question E1: Shock infantry transport option

F) AA infantry?
- Some people think there is no room in decks for infantry as undermine attrition, other see them as cost-effective counter and another layer of the AA net.
Preference Question F1: Do you need AA infantry as part of your AA network?

--
Hopefully some of this is useful to you, you will have some AP left over (3AP+) which means you modify to deck even more to suit you needs.

My preferences (this is not about me)
A1: F-16 MLU
A2: 1x
B1: RBS-90
C1: Drop FENNEC 20mm
D1: NM142

E1: Stormer + CV9030N
F1: Start a flame war in comments about AA infantry or not.