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Old 09-05-2008, 04:49 PM   #41
[R-CON]ReadMenace
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Default Re: Insurgent Collaborator spawn time

Quote:
Originally Posted by [R-CON]Alex6714 View Post
Well in real life at least AKs and turbans don´t have a certain render distance.
Heh, that is true.

-REad
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Old 09-05-2008, 06:46 PM   #42
Truism
Default Re: Insurgent Collaborator spawn time

Quote:
Originally Posted by [R-CON]Alex6714 View Post
But it is not a civilian? It is a collaborator?

He should have at least some kind of weapon and not a punishment for being shot or a punishment for shooting one. If he is healing insurgents and calling in mortars he isn´t much of a civi is he?

Or, the visual difference should be much bigger, you get very badly punished for shooting one and they have no weapons. That would be a civilian.

Because at the moment, they are basically working for the insurgents yet I get punished for shooting one? Or if I get shot I get 2 mins respawn, yet I can´t shoot back? The main thing is it is almost impossible to tell who is who at range, especially from the air.

With all due respect this argument of "just don´t die". Well I am sorry, but I am not as good as some of the elite and it just makes me think that the people saying it don´t play public games much...
Much of what you say makes sense. The civilian class needs a total rework one way or another, either to make it a real collaborator, or to make it a real riotin' civilian.
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Old 09-06-2008, 02:12 AM   #43
Desertfox

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Default Re: Insurgent Collaborator spawn time

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Originally Posted by ReaperMAC View Post
Don't get killed/captured as a collaborator then. Simple as that. Then you'll have NO RESPAWN TIME. Or... don't play the kit at all.
Kinda hard when your say running across a street or turning a corner and there's a trigger happy American. All the American's I have run into on basrah shoot on sight, not one has tried to arrest me.

They give rock's to the civ's and then punish them with a 2 minute spawn timer when they try to use them (lets face it, if your within rock throwing range they already know you are there and are lining up there sights)

I say bring back the green pants and just make them look as much as a civilian as possible, shoot a civ and get a message much like the "All of those kits have been issued" except saying "WARNING! You have killed a civilian and have been penalized. In the future do X, X and X to arrest the civilian and help your team". If a civilian is shot, 45 second timer, captured or suicide should be a minute thirty.


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Old 09-06-2008, 03:27 AM   #44
Sanke
Banned
Default Re: Insurgent Collaborator spawn time

How about minus 10 tickets from coalition? They gain 10 for arresting one so why not lose 10 for killing one?
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Old 09-06-2008, 07:21 AM   #45
Jonny

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Default Re: Insurgent Collaborator spawn time

The civvy, IMO, needs to be able to move caches to safety.

They should be able to rearm a certain ammo-type weapon from the cache and then drop several near an 'ammo point' (similar to a rally point, but provides ammo for EVERYTHING, including vehicles) to turn it into a fully functioning cache.

This would make the oldest spotted cache disappear from the map and the US would loose ALL intel on it.

And bring back the ticket loss if you want the civvy to be used at all, otherwise its just retarded. Honestly, who risks a 120 second spawn time for field dressings and a grapple?

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 09-06-2008, 07:38 AM   #46
TAW_Cutthroat

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Default Re: Insurgent Collaborator spawn time

I remember standing on lamp posts on al basrah spotting, healing people below and, of course, mocking the enemy, come on, we're all allowed to have a bit of fun sometimes.

Seriously though, Civvies/collaborators/whatever they are officially called now, are the primary healing people for the insurgents. So basically in using a 120 second timer you are encouraging less people to use the kit and therefore reduce teamplay. It was bad enough in 0.756 when only a few guys healed people, but now?

Either
A) Remove the kit altogether and give more field dressings to some of the other kits
B) Reduce spawn times and encourage people to heal their team.

Infact here's a better idea: Put a limit of say 5 civvies (at one time, no timer) then that would stop whole squads playing civvie and would disencourage the stand in the line of fire tactic.


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Old 09-06-2008, 02:58 PM   #47
Threedroogs
Supporting Member

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Default Re: Insurgent Collaborator spawn time

watching a civi try to jump in to my .50 cal fire in .75 really destroyed the immersion for me.

when a civi is killed, the coalition loses 7 intellegence points, the guy who killed the civi cant request kits for 10 minutes and gets an additional 90 seconds spawn (i believe). that sounds like a pretty hefty penalty.

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!


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Old 09-06-2008, 11:34 PM   #48
Desertfox

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Default Re: Insurgent Collaborator spawn time

Quote:
Originally Posted by Threedroogs View Post
watching a civi try to jump in to my .50 cal fire in .75 really destroyed the immersion for me.

when a civi is killed, the coalition loses 7 intellegence points, the guy who killed the civi cant request kits for 10 minutes and gets an additional 90 seconds spawn (i believe). that sounds like a pretty hefty penalty.
while I agree jumping into .50 cal fire is bad, Americans shooting civilians on site kinda ruins the immersion for me also


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Old 09-07-2008, 02:07 AM   #49
clueless_noob

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Default Re: Insurgent Collaborator spawn time

Arresting a civi helps the whole team a lot more than killing one harms. That's why -10 ticket loss for coalition forces should be brought back - in addition to current penalties of course.

Also, personal penalty should be altered so that the offender can't even pick up requestable kits without instant death and timers set to their initial values. This because I've seen and heard too many times people asking someone else to request limited kit for him. Does this sound familiar "Could you please request me a crewman/pilot/whatever kit cause I shot a civi before we died?" I call these kind of actions cheating.
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Last edited by clueless_noob; 09-07-2008 at 02:26 AM..
Old 09-14-2008, 06:02 PM   #50
Sabre_tooth_tigger

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Default Re: Insurgent Collaborator spawn time

No the -10 ticket loss was fun, in fact I thought it was the best thing about insurgency when I first played it but you cant really have this on a pub game.


Im not against the civ spawn time but it should be equal on both sides at the very least, it doesnt feel that way to me presently

Do allies still get killed if they shoot 3 civs, does this apply across respawns or is it 2 civ kills per spawn


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