Clarification for .86 Collaborators

General discussion of the Project Reality: BF2 modification.
mike1849
Posts: 9
Joined: 2009-03-26 02:04

Clarification for .86 Collaborators

Post by mike1849 »

I need a clarification. If a soldier kills a collaborator is his kill count reset to zero?
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Clarification for .86 Collaborators

Post by Smegburt_funkledink »

I'm not sure if the official 0.86 changelog has been publicly posted, if it hasn't, you may not know till the relsease. if it has, look there.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
White Rock
Posts: 181
Joined: 2008-07-19 23:04

Re: Clarification for .86 Collaborators

Post by White Rock »

It's been that teamwork score is reduced to zero and the kill dosen't count.

Haven't heard about any change in 8.6.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Clarification for .86 Collaborators

Post by bloodthirsty_viking »

its the same kinda thing that it is now, but the problems of the you know... glitches, the problems where if you kill a ins on a hook it still punished you.

that all thats been changed for what i know
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mike1849
Posts: 9
Joined: 2009-03-26 02:04

Re: Clarification for .86 Collaborators

Post by mike1849 »

The changelog has been posted but I heard talk on the board that killing a collaborator would reset the kill count, a much better idea than teamwork score since a lot of people will be butthurt if their "epic kill count" gets reset after they mow down a group of civvies in a stryker
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Clarification for .86 Collaborators

Post by Jigsaw »

PR v0.86 changelog
- removed checks for civilians picking up weapons or using stationary weapons in vehicles. If they used those weapons they are helping the insurgents and can be engaged without penalty.
- updated civilians driving vehicles are considered threats for the same interval of time as using weapons after leaving the vehicle.
- changed civilians to get static 2 min spawn penalty + temporary ones (suicide, TK, etc) but not normal death spawn penalties.
- fixed civilians being TKed don't get negative "death" counts.
- fixed checks for when the civilian was helping insurgents with medical attention, it should now apply the correct penalties.
- fixed civilian suicide penalty - now it just uses the default penalty and gives coalition the same intel points as capture (to avoid civs suiciding to not get captured).
- fixed civilian not being marked as helping insurgents when holding medicbag/epipen for more than 60s.
It doesn't reset your killcount, you lose a kill rather than gain and it resets your teamwork score.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Lt.Dan_991
Posts: 47
Joined: 2008-07-29 02:52

Re: Clarification for .86 Collaborators

Post by Lt.Dan_991 »

So technically if the US/Brits wanted to be dicks they could have two or three guys switch teams and just suicide as a civilian as much as they could?
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Clarification for .86 Collaborators

Post by ReadMenace »

jigsaw-uk wrote: It doesn't reset your killcount, you lose a kill rather than gain and it resets your teamwork score.
In addition to subtracting 10 intelligence points from the Coalition team, which is significant considering that it takes 50 pts to reveal a cache, and you only recieve 1pt for killing an insurgent.
Lt.Dan_991 wrote:So technically if the US/Brits wanted to be dicks they could have two or three guys switch teams and just suicide as a civilian as much as they could?
Yes, the DEV team has not discovered a way to stop dicks from playing Project Reality. :(

-REad
Hresvelgr
Posts: 248
Joined: 2008-04-30 15:16

Re: Clarification for .86 Collaborators

Post by Hresvelgr »

I don't know who'd be dumb enough to volunteer to suicide as a civi just so the coalition can win a round. Not sure anyone takes the game that seriously. Spending several minutes waiting just to kill yourself again sounds kinda drastic.
"I'm not crazy, I'm the only one who's not crazy!"
PhiR
Posts: 75
Joined: 2005-10-31 13:12

Re: Clarification for .86 Collaborators

Post by PhiR »

I've seen some people destroy caches on purpose, but they're usually banned *very* fast. Same will go for suiciding or similar activities...
Wh1tE_Dw4rF
Posts: 119
Joined: 2008-05-06 20:58

Re: Clarification for .86 Collaborators

Post by Wh1tE_Dw4rF »

- changed civilians to get static 2 min spawn penalty + temporary ones (suicide, TK, etc) but not normal death spawn penalties.
Please clarify a bit, civilians still have the long respawn time of 2 minutes? So if I get shot, the british/american only get a zero score, no kill, and the civilian has to stare at a black screen for 2 minutes each time that happens?

Would be nice, if that's the case, to lower the respawn time as already now the spawn time is way too long because the allied forces just don't care most of the time who they're shooting at.

But please, correct me if I interpretended it wrong. :)
mike1849
Posts: 9
Joined: 2009-03-26 02:04

Re: Clarification for .86 Collaborators

Post by mike1849 »

People were butt hurt about collaborated gettign inteh way of their shots. But if you kill a collab out side of ROE you get a penalty to your spawn time, these stack if you kill another one and so on
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Clarification for .86 Collaborators

Post by Jigsaw »

[quote=""'[R-CON"]ReadMenace;1040548']significant considering that it takes 50 pts to reveal a cache, and you only recieve 1pt for killing an insurgent.[/quote]

Reduced the number of intel points needed to reveal a cache in 0.86 as well actually so it takes less intel points.

[quote="Wh1tE_Dw4rF""]Please clarify a bit[/quote]

When you die in PR you have penalties applied. Some of these are temporary for example if you teamkilled then you will receive a long respawn timer next time you die whilst others build gradually, for example the more times you die wihout killing anyone the longer your spawn time will be.

The Devs have now adjusted this system for civilians so that, whilst they will still get a penalty if they suicide or something, they will not receive any other penalty.

So basically if you haven't TK'd anyone or done anything stupid then your spawn time as a civi will always be 2 minutes.

In addition when you die as a civi the person who killed you will have many penalties; they will have a very long respawn timer on next death, will lose their team intel points making it harder to find caches and their teamwork score will be reset. They also lose 1 kill rather than gaining 1.

Its not perfect, but its meant to discourage the killing of civilians whilst not making it unplayable if you accidentally to kill one.

The lowering of the spawn time for a civi has been suggested and discussed over and over again and, as its yet to be reduced, its unlikely it ever will be.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Wh1tE_Dw4rF
Posts: 119
Joined: 2008-05-06 20:58

Re: Clarification for .86 Collaborators

Post by Wh1tE_Dw4rF »

2 minutes is a long time, twice the amount of a suicide penalty. At the moment it's just really unattractive to play a civilian, which leads to a big short on medics on the field for insurgency players. Which is a shame.

Though, shooting a civilian will make the game a bit annoyingly for the allied forces while playing as a civilian is one big annoyance. Hope it'll be changed at one point.
Dubbs_Malone
Posts: 23
Joined: 2009-06-02 14:15

Re: Clarification for .86 Collaborators

Post by Dubbs_Malone »

Is there an argument for giving the civvy a crappy gun and taking away the punishment aspect?
Dubbs_Malone
Posts: 23
Joined: 2009-06-02 14:15

Re: Clarification for .86 Collaborators

Post by Dubbs_Malone »

gazzthompson wrote:no, then they are not a civiy.
Technically, insurgents are civilians. An unarmed insurgent =/= civilian. It's obvious that collaborators are not a fit in this game. Why not try to make it a little more feasible? How likely is it that there are actually unarmed civilians running around providing medical attention to wounded insurgents in Iraq?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Clarification for .86 Collaborators

Post by gazzthompson »

im not going to debate if civis should be in PR and why, just saying. im pretty sure that if you have a weapon you are no longer civilian but a Combatant (or some other terminology)
Dubbs_Malone
Posts: 23
Joined: 2009-06-02 14:15

Re: Clarification for .86 Collaborators

Post by Dubbs_Malone »

Whatever. I just think everyone's become stuck thinking "inside the box" on this particular issue. And the whole thing could be resolved by just finding some kind of compromise similar to what I've stated.

I don't think many people are denying the fact that it's just not nearly as fun to play as insurgents. Everyone gets hung up on realism but there are dynamics of the game that need to be tailored to make the game entertaining.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Clarification for .86 Collaborators

Post by Vege »

I don't think many people are denying the fact that it's just not nearly as fun to play as insurgents.
I usually switch to INS side as i see it as more fun.
-Better weapons
-Not as strict gameplay
-Camp and harass
-Easier to win

It goes down to personal preference.
So don't bring that argument here.
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