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Old 05-11-2009, 07:48 AM   #11
TheLean
Supporting Member
Default Re: Counter collaborator shooting/Cache info

To avoid collaboraters getting shot at distance give them their own distinct models instead of sharing it with several other insurgent kits. Lower the spawn time to normal time but use Durkies idea of arresting a collaborator to move the marker to the cache.
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Old 05-11-2009, 05:12 PM   #12
Human_001

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Default Re: Counter collaborator shooting/Cache info

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Originally Posted by TheLean View Post
To avoid collaboraters getting shot at distance give them their own distinct models instead of sharing it with several other insurgent kits. Lower the spawn time to normal time but use Durkies idea of arresting a collaborator to move the marker to the cache.
The idea behind collaborator and armed Insurgent looks alike is:
To confuse BLUFOR and make them think some one that is armed is not armed.
It's objective is NOT to give BLUFOR players an excuse to shoot collaborator class.
Nasty indeed. But this Insurgency mode should simulate Insurgency situation.

Also, another idea that just came to my mind:
-When BLUFOR shoot and kill collaborator, instead of current message " Check your fire you just shot a civilian" to something intense like... "You lost intelligence for cache. -20 point penalty will be added to your score. More civilian kill and you will be shot"
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Old 05-11-2009, 06:19 PM   #13
Threedroogs
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Default Re: Counter collaborator shooting/Cache info

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Originally Posted by Human_001 View Post
I understand the frustrations with collaborator kit. It is due to very long spawnt time that is about 250 seconds or 4 minute and 10 second.
But I think that either collaborator or civilian should stay. Simply reducing spawn time can fix this collaborator flaming problem.

But one another suggestion I made was to change the how Coalition side get intelligence points.
This suggestion is very important and is the main topic of this suggestion.
Due to mass number of Insurgent side player that is going to be killed in full server when protecting a cache, Coalition side literally gain information about another cache in course of taking out already known cache.
the spawn time is actually 120 seconds if you get shot by the enemy. you get the REALLY long spawn times when you kill yourself as a collaborator (like falling off a roof or having a hideout get dropped on you). you have to remember to give up immediately if you're killed as a collaborator. the spawn time does not go down while you're wounded, for some reason.

i play collaborator as an insurgent all the time. having a good collaborator is incredibly important and useful. you can get on any roof to ambush and you can get healed up. the revives arent as important because you dont lose tickets (as long as there's a hideout nearby). i pick and choose my revivies, mainly focusing on important kits (RPG, SVD, captured kits, etc). as collaborator, i just hang out next to my squad lead at all times. because of the hook, the squad has the ability to move through the city quickly and get into ambush positions. the easiest way to keep an insurgent squad together and acting as a unit (like the other factions) is to have a collaborator.

of course, you must have a good squad and a good SL to make the collaborator worth anything at all.

once the ROE bug on collaborators is fixed, everything will be good. i have heard that it's fixed in the upcoming patch, but i am not certain.

<edit> forgot to mention the collaborator's binocs. having a permantant spotter for the squad is very useful.

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!


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Old 05-11-2009, 06:25 PM   #14
gas104

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Default Re: Counter collaborator shooting/Cache info

Whats ROE?

Breedx-thanks gas I appreciate your understanding hope someone can help me out
ryan d ale-Well at least theres is not a sniper problem in your bedroom
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Old 05-11-2009, 06:27 PM   #15
Threedroogs
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Default Re: Counter collaborator shooting/Cache info

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Originally Posted by gas104 View Post
Whats ROE?
rules of engagement. you're supposed to be able to kill a collaborator for 60 seconds after they use the eppipen or med bag or get out of a vehicle.

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!


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Old 05-11-2009, 07:15 PM   #16
lucky14
Default Re: Counter collaborator shooting/Cache info

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Originally Posted by Threedroogs View Post
rules of engagement. you're supposed to be able to kill a collaborator for 60 seconds after they use the eppipen or med bag or get out of a vehicle.
Which, to be all honest, shouldn't be put in. The collaborator has no weapons to begin with....and can't use any weapon (such as turrets on the technical, even though the RoE doesn't count while in a vehicle)
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Old 05-11-2009, 08:41 PM   #17
R.J.Travis
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Default Re: Counter collaborator shooting/Cache info

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Originally Posted by lucky14 View Post
Which, to be all honest, shouldn't be put in. The collaborator has no weapons to begin with....and can't use any weapon (such as turrets on the technical, even though the RoE doesn't count while in a vehicle)
The car its self can be used as a weapon to run over Coalition forces and would be exploited if removed.

The Unarmed Insurgent Is fine it could use some minor tweaks but over all its fine.

If they add in the idea that was given in another thread about if a unarmed Insurgent gets with in 45m of a cache or 15m of a Armed Insurgent you can kill him but redoes the spawn time for being killed was a great idea and the [R-DEV]'s said they liked it.

Twisted Helix: Yep you were the one tester that was of ultimate value.
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