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#91 |
![]() Join Date: Oct 2010
Posts: 324
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That's very true Operator.. It did occur to me that the Civvy kit would only really work if there were lots of bots being civvy, so the Human player was indistinguishable (until he started aiding the insurgency).
I played Ramiel the other day, and there was a cache being bitterly (and successfully) defended from Blufor. There were a fair few civvies (logic being, spawn civvy and then pick up a kit on the cache) using such tactics as standing on technicals. There are two ways of looking at it: 1 - That was ridiculous. Why should a Blufor player be [slightly] punished for gunning down a load of civvys playing 'shield' to a technical. 2 - It was ridiculous for Blufor to be using Kiwas and strykers to put down heavy, indescriminate fire onto an urban situation. I did feel for the guy piloting the Kiowa, who was getting very frustrated (global chat..). That said, however, Are Hydras suitable for use in a built-up area..? With regards to the infantry tactics, the fact that a civvy can just pick up a Ins kit when his mate dies must have made attacking the cache even harder (but possibly more 'realistic'?). Blufor really did spend a long time attacking this cache, and I wonder if it was actually possible for them to capture it. (They resorted to a black-hawk dropping C4 as is tradition, but it got shot down ... 'Failhawk'). |
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#92 |
![]() Join Date: Dec 2009
Posts: 125
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Perhaps collaborators might lose their protection if they stand in close proximity to armed ins for some length of time? Just a thought.
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#93 | |
![]() Join Date: May 2010
Posts: 511
Location: Riga
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#94 |
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That's a pretty good idea. Hmm, possibly have it set to when a Collaborator is within 10 meters of an armed Insurgent, he/she goes out of the ROE.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Intelligence is not required if you know what you are doing." To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. - NATO Charlie - 9 Army Air Corps - NCO |
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#95 |
![]() Join Date: Sep 2009
Posts: 184
Location: Miami, FL
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I just finished a round on the 24/7 Kokan servers and it occured to me that hydras rape caches. It takes 21 hydras to the building the cache is in the destroy it. How do you find the BUILDING? Well, its a 30m radius from the intel mark, so yeah, its ON the mark. Is hydra damage to caches going to be fixed or what? Cause the same kiowa killed 6/7 caches by itself.
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#96 | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Intelligence is not required if you know what you are doing." To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. - NATO Charlie - 9 Army Air Corps - NCO |
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#97 |
![]() Join Date: Nov 2008
Posts: 1,675
Location: Alberta
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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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#98 | |
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Also I really like a lot of your suggestions in the beginning, and looking at the main problem with civilians again, exploitation unable to be 100M from a cache will help this too will likely not make tanks and accidently kill civilians, as ins targets with many hold up in buildings that are near caches, so these too ideas are on to something to virtually eliminate this problem, make civi shields hard or impossible. The civi should not be removed from PR because it impliments another level of strategy not seen in the game and someday when done in a more polished way will make people think more before shooting. And has many have pointed out current penalties can either work harshly or not at all due to how broken the civi system is. Mostly the penalty means nothing but we should make it where civis can't exploit gameplay so the penalties can be harsher where in most cases the civilian will have to be plain as day and seperated from all other threats so shooting at him would be for little reason or threat to you and should have punishments like you described. On a seperate note I agree with limiting ins abilities to destroy vehicles with sappers, and im actually working on a idea to limit ins in other ways but also limit the bluefor as well with less tickets and harsher penalties for death. so shooting a civi and having ticket loss and such could play into this as well as a general idea. When reworked I think the civi should be able to place markers and be a "informant" or even renamed to be called as such, possibly take away the medic role and give that to another kit if you go as far with the "not being within 10M" idea. Another good idea maybe would be to have a civilian kit that is not a collaborator rather just unarmed with nothing to simulate even though in small numbers normal civilians, with no other role. Lastly Absolutely remove rocks from current civi as it tends to just piss off coalition players due to harassment and rocks can actually kill at times. Let me know what you think of these ideas. | |
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Last edited by Lange; 01-09-2011 at 01:36 AM..
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#99 |
![]() Join Date: Oct 2009
Posts: 51
Location: Ontario
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The only thing I think needs to be changed about the ROE is civilians being killed by mortars. I've seen them run into mortar strikes to cause negative points to the enemy.
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#100 | |
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I think less mortared being fired may be a compromise both ways with that, if you fire less then its less likely youll kill a civi or a civi can run into them. | |
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| improve, insurgency, suggestions |
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