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#31 |
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Coalition main bases have a dome of death, so there will be no civilians running around in a military base.
Maybe civilians should be arrested if they're within 20m of a firebase. But, even without that, whats the worst a civie could do to your firebase? Tell his friends? Watch where people run to? Stand in front of the HMG? You're making a big deal out of nothing. |
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#32 |
![]() Join Date: Aug 2007
Location: Kansas
Posts: 261
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I think some people are forgetting they aren't civilians, they are collaborators. That means they are working with the enemy so you can arrest them and interrogate them since they are out running around with a squad of insurgents.
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#33 |
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Some people are forgetting that? Maybe. Me personally? No, i keep that in mind at all times. It doesn't change the fact that a collaborator cannot be easily identified just by looking at him. It's his actions that decide his true nature. Something the current system lacks.
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#34 | |
![]() Join Date: Aug 2007
Location: Kansas
Posts: 261
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#35 | |
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The whole point of an unarmed collaborator is to blend in with the rest of the civies. Their equipment wouldn't be hanging off their belt for the whole world to see. It's only when they do anything suspicious that they should be stopped and questioned. | |
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#36 |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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IMHO, the civi needs to go back to the way they were back in .75. Take away the medi bag, give his spawn time a reduction to 15-20 seconds and put in all the coalition punishments that used to be in place. Back in .75 you did not shoot civies. You went way the hell out of your way to avoid shooting civis. Why? Because you knew that your next spawn time would see a massive increase, and theirs would be over faster than normal. Did you on occasion make a judgment call to take them out knowing the penalty? Yes. Is that judgment call realistic? Yes. Were there obvious exploits in the system through Human Shields? Of course, but the Human shields never were half as broken as the class is now. You want players to treat civis the "right way"? Fine, make the benefits obvious and simple, don't go through convoluted rules systems that only work some of the time. Context sensitive ROEs, moral questions about the civi being a target or not, trying to make the civi a medic, all of these things don't work, in my opinion. Put it the way it was back in .75 and you'll see those realistic judgment calls about whether or not it's worth it to kill that civi on the roof 'cause he's looking at you with his binos. Put it the way it was back in .75 and you'll see the kit being used properly again. Put it the way it was back in .75 and you'll see coalition soldiers thinking before shooting, as the class was meant to be to begin with.
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#37 | |
![]() Join Date: Feb 2009
Location: London
Posts: 670
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Quote:
just give us a medic with a musket or somthing or a bluderbus. Is a game after all and having a healbot with no weapons,extra long spawntime,etc is a class that only a fool would play because none of the above is fun is pointless and just taking up space were a better class could go. i quote you because you have the only post that carries weight and reflecs what the makers of this game want to do with the class and how i discriped it is exactly how the class is even now and i cant think of one person who could say im wrong tbh. | |
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Last edited by Trooper909; 08-08-2009 at 04:07 AM..
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#38 | |
![]() Join Date: Feb 2009
Posts: 3,559
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Maybe.. But the laws of war clearly state that under no circumstances are soldiers allowed to shoot unarmed people, even if they are enemy combatants. As soon as someone doesn't carry a firearm, they're no longer a valid target. | |
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#39 |
![]() Join Date: Aug 2008
Posts: 684
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laws of war? do you mean the geneva convention?
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#40 | |
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Banned
![]() Join Date: Mar 2008
Location: Tora Borah
Posts: 193
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| civilian, complete, revamp, roe |
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