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#41 |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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#42 | |
![]() Join Date: Jul 2008
Posts: 965
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#43 | |
![]() Join Date: Aug 2006
Location: EVE Online
Posts: 6,106
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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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#44 |
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Banned
![]() Join Date: Jul 2008
Posts: 169
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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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#45 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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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? |
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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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#46 |
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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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#47 |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
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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. |
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#48 | |
![]() Join Date: Aug 2006
Location: EVE Online
Posts: 6,106
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#49 |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
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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..
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#50 |
![]() Join Date: Jun 2007
Posts: 1,835
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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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| Tags |
| collaborator, insurgent, spawn, time |
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