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Old 12-23-2009, 03:42 PM   #11
GoreZiad
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Default Re: COLLABORATOR clarification

Quote:
Originally Posted by RELEASE_THE_KRAKEN View Post
Basically with the current system, shoot them. 8 times out of 10 you wont get punished, and they'll be stuck behind a 2 min spawn penalty for trying to help their team...
And that really needs an overhaul. To hell with 2 minutes, it's the absence of punishment that makes no sense. Nevertheless, I love singling out my targets, i won't shoot civys.


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Old 12-23-2009, 04:14 PM   #12
TheLean
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Default Re: COLLABORATOR clarification

The healing punishment is very wierd and goes against the geneva convention. Healing injured soldiers does not make you a valid target in real war. Doctors are supposed by oath to heal anybody and attacking doctors from the opposing faction is simply not something we do. The class is called collaborator, but for all the bluefor know he could be just a doctor trying to heal wounded men. If he is surrounded by armed insurgents in a firefight, it is understandable that he might be killed in the chaos, so no penalty there, but simply walking in the street with a medical bag is absolutely not a reason to shoot anyone.
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Old 12-23-2009, 05:10 PM   #13
Herbiie

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Default Re: COLLABORATOR clarification

No Matter what any one else had said against this through testing you can shoot a civvi who has thrown a rock out

Though tbh just shoot them. The IP is a load of BS anyway. I've seen (Litterally) 20 Civvis be shot - the US found the cache at the same rate.


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Old 12-23-2009, 05:18 PM   #14
Lan

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Default Re: COLLABORATOR clarification

Simplest way of sorting this out is giving harsher penalties tbh, too confusing atm and 80% of the time when im in a squad and someone says civi you just get the "f**k it hes trying to draw us into an ambush, open up on that fooker" or something similar.
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Old 12-23-2009, 05:54 PM   #15
Nimise
Default Re: COLLABORATOR clarification

Quote:
Originally Posted by Lan View Post
Simplest way of sorting this out is giving harsher penalties tbh, too confusing atm and 80% of the time when im in a squad and someone says civi you just get the "f**k it hes trying to draw us into an ambush, open up on that fooker" or something similar.
Even "simpler": remove civie and give them dedicated medic
There will always be people who shoot even if it would mean there whole team spontaneously dies.
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Old 12-23-2009, 06:11 PM   #16
[FC]Freddie

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Default Re: COLLABORATOR clarification

Perhaps not codeable but perhaps an instant "arrest / death" and a 2 minute spawn time coupled with a instant respawn of the collaborator might make them think twice.
Although I imagine that would bring the "human shield" play to an unbearable level.


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Old 12-23-2009, 06:12 PM   #17
[FC]Freddie

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Default Re: COLLABORATOR clarification

Quote:
Originally Posted by Herbiie View Post
No Matter what any one else had said against this through testing you can shoot a civvi who has thrown a rock out
Can anyone attest to this?


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Old 12-23-2009, 06:13 PM   #18
archerfenris

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Default Re: COLLABORATOR clarification

Quote:
Originally Posted by RELEASE_THE_KRAKEN View Post
Basically with the current system, shoot them. 8 times out of 10 you wont get punished, and they'll be stuck behind a 2 min spawn penalty for trying to help their team...
Yeah the collaborator kit is awful as of right now. No one uses it and bluefore shoots on sight anyway.
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Old 12-23-2009, 07:24 PM   #19
Endymion
Default Re: COLLABORATOR clarification

It's so bad at the moment that once i walk around the corner with my hands up, there is always this pause in wich i can feel the guy saying in VOIP "can i shoot him?".

Moments later i'm dead, and i have that nice 120 sec respawn again.
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Old 12-23-2009, 07:42 PM   #20
Truism
Default Re: COLLABORATOR clarification

Any kit that doesn't have a weapon should be completely sacrosanct. Shooting someone because they offered medical aid to Insurgents probably wouldn't be defensible in any court the world over.
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