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#1 |
![]() Join Date: Aug 2008
Posts: 274
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As of now it feels Coalition gain knowledge of cache one after another when playing with full 64 players.
In order to fix this and counter Coalition side players from shooting collaborator just for fun, I suggest only give intelligence when collaborator or other Insurgent players is knifed. If I read the manual correctly Coalition loses intelligence for shooting collaborator right? That doesn't seem to stop Coalition side player from shooting collaborator just for fun. I also support idea of: -Insurgent side players can place Cache in place they want. -Reducing respawn time for shot and killed collaborator. |
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Last edited by Human_001; 05-11-2009 at 05:52 AM..
Reason: spelling
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#2 |
![]() Join Date: Sep 2008
Location: Stockholm
Posts: 624
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Tbh, remove the colloborator kit.. seriously.. It has only brought up lots of flaming and I people are just finding more and more problems with it.
Seriously.. |
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Swedes are badass because they have to fight polar bears all the time |
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#3 |
![]() Join Date: Feb 2009
Location: London
Posts: 229
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Collaborator kit, is honestly not that useful, a insurgent medic would do the job fine.
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Currently Finishing off a PR Training Map with Pte.Paynter. Also Trying to Organise a Late Cold War Community Minimod. Communist or Capitalist. Join the Invasion! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#4 |
![]() Join Date: Feb 2007
Posts: 396
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Possibly the sexiest member alive.. I want to tickle your prostate To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#5 |
![]() Join Date: Feb 2009
Posts: 81
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Im not a fan of the colab, i think its the one kit that is preventing much teamwork on insurgency
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#6 |
![]() Join Date: Aug 2008
Posts: 274
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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. |
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#7 |
![]() Join Date: Jan 2009
Location: Fryslan
Posts: 262
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Why don't you make it so that if you arrest a collaborator or insurgent the marker will come closer to the case
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Goddam it, you'll never get the Purple Heart hiding in a foxhole! Follow me!"
Captain Henry P. Jim Crowe |
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#8 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#9 |
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Sheath no sword;
Lower no shield; Lack no vigilance. |
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#10 |
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I would make so that the Coalition only gets intel points by arresting insurgents.
But i would give the Coalition a civilian kit that looks exactly like the insurgent collaborator to simulate civilians providing information to the Coalition. Make so that he has no weapons (or only rocks) and when killed, his kit cannot be picked up. If possible also remove the option of seeing enemy name tags. The Coalition would have to be a lot more careful not to shoot civilians as they would become a very important aspect of information exchange and teamwork. You could also add some kits of the Afghan National Army, after all they do help out. |
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Last edited by Onil; 05-11-2009 at 07:36 AM..
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| Tags |
| collaborator, counter, info, shooting or cache |
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