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#21 | |
![]() Join Date: Mar 2007
Posts: 201
Location: swe
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Quote:
The main problem is that you can't tell a collaborator from a militia at range. Of course, the "give up animation" is a big improvement. I almost always shoot collaborators at sight - hoping they have used the medpack - and always when blufor have 2 known caches. As thread starter postulates, penalties seems broken, making it even less appealing not to shoot. | |
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#22 |
![]() Join Date: Apr 2008
Posts: 1,017
Location: Helsinki
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Please, PLEASE take your Rules of Engagement suggestions & comments to the suggestions subforum!!! FFS!!! This thread is about technical issues/flaws/misconfigurations in the implementation of current ROE violations penalty system, not the ROE per se. This thread should be purely tech talk and not politics. Capisce?
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Last edited by clueless_noob; 01-20-2010 at 03:03 PM..
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#23 |
![]() Join Date: Aug 2007
Posts: 1,060
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Problem is that even if the system does currently work, there are a hundred players wasting civis left and right for every 10 that don't shoot civis ever.
I don't think the penalties are currently 'working' (in the sense that they are doing something to reprimand a player), as I have seen many a civilian be killed just before a cache appears (on both sides). |
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#24 |
![]() Join Date: Nov 2009
Posts: 51
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um..... you guys realise that you have to have not broken the Civi rules in the last 2 Minuets AND you have to have your hands up for the penalty to work. as soon as you put your hands down, your 7 free tickets.
(7 for killing a Civi whos not under protection: 10 for arresting him) it works for me when i do it. its just that most people are to impatient to wait 2 minuets. |
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#25 | |
![]() Join Date: Aug 2007
Posts: 1,060
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Quote:
Civi with it's hands up is 'invulnerable', but can still be arrested by means of shotgun/cuffs... civi can't run with hands up, so cuffing is easy... As soon as civi puts hands down (to run away, you would need to put hands down), gets shot instantly. With the new .9 updates it seems like it would make more sense, though, since the 'running away' option would have less impact on spawn times making it desirable to sort of bait them with hands up, then hands down and run to safety (ie nearest fellow insurgents). Still doesn't prevent them from immediately shooting you after, though. I'll have to play a bit with this in mind (especially in 0.9) and see if I think the penalties/system overall works out properly. However, I certainly have been shot with my hands up and not having broken civi rules multiple times. | |
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#26 | |
![]() Join Date: Apr 2008
Posts: 1,017
Location: Helsinki
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Quote:
Edit: Fair game timer is one minute, not two minutes. | |
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Last edited by clueless_noob; 01-27-2010 at 03:26 AM..
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#27 |
![]() Join Date: Oct 2008
Posts: 358
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How many threads have their been on this subject? The majority of people think the penalty isnt harsh enough which imo it isnt anywhere near but i dont think anything has changed for 0.9 althoug i could be wrong. They should lose tickets and the ability to play for 3-4 minutes if you ask me.
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#28 | |
![]() Join Date: Apr 2008
Posts: 1,017
Location: Helsinki
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Quote:
http://www.realitymod.com/forum/f26-...ml#post1238494 | |
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#29 | |
![]() Join Date: Oct 2008
Posts: 358
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Quote:
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#30 | |
![]() Join Date: Aug 2007
Posts: 1,060
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Quote:
So basically, he's doing us all a favor (you don't get infractions for useless/unhelpful post content, thread doesn't get closed and he gets an answer...). That aside, the thread is about whether the penalties currently in game are actually taking effect. Not whether they're appropriate penalties. Not whether they should be more harsh. Do they do something when the ROE rules are broken by a player. If Mantak can provide a source on where he got this hands up thing it would be greatly appreciated, because it seems plausible that it be in effect, just not widely known. Otherwise, we can assume until we get that info that the penalties should apply after a civilian has not broken ROE rules within the past minute. | |
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