|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Mar 2009
Posts: 475
|
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.
|
|
|
|
|
|
#12 | |
![]() Join Date: Aug 2008
Posts: 274
|
Quote:
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" | |
|
|
|
|
|
#13 | |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
|
Quote:
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! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#14 |
![]() |
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 One of the best ads made To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#15 |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
|
|
|
Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
|
|
|
#16 |
![]() Join Date: Jun 2008
Location: Tennessee
Posts: 146
|
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)
|
|
|
|
|
|
#17 | |
![]() |
Quote:
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.
|
||
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| collaborator, counter, info, shooting or cache |
| Thread Tools | |
| Display Modes | |
|
|