Funny Uses Of The Collaborator

General discussion of the Project Reality: BF2 modification.
mat552
Posts: 1073
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Re: Funny Uses Of The Collaborator

Post by mat552 »

badmojo420 wrote:Almost all of those would end up with you getting punished for killing a collaborator.

You would do well to remember that if you shoot a collaborator, he doesn't HAVE to heal himself. Bleeding out and dying is the same as killing him.
With good aim, I can knock between 25-30% (estimated) of their health off. I ask you, would you be willing to wait the time it takes to bleed out? Think about the effects, the coughing, the annoying red overlay. If you've ever bled out from nearly perfect health, it is one of the worst things that can happen in PR. Agonizingly long wait, annoying sounds, just missing the excruciating pain of being shot and the fear of what happens after you die to replicate dying in real life. I have never met someone who would do that in a game purely out of spite.

The difference is now, I'm shooting to shoo away an annoyance, not to put another body in the ground. Legs and arms, not chest and face. Also, I'm sorry if anyone's feelings got hurt because of remarks I'm made. Really though, any player who's pretending to pray in a game is probably not trying to pay any ounce of respect to the intended deity. No harm, no foul.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
badmojo420
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Re: Funny Uses Of The Collaborator

Post by badmojo420 »

mat552 wrote:With good aim, I can knock between 25-30% (estimated) of their health off. I ask you, would you be willing to wait the time it takes to bleed out? Think about the effects, the coughing, the annoying red overlay. If you've ever bled out from nearly perfect health, it is one of the worst things that can happen in PR. Agonizingly long wait, annoying sounds, just missing the excruciating pain of being shot and the fear of what happens after you die to replicate dying in real life. I have never met someone who would do that in a game purely out of spite.
It's not really spite that drives me to do it, rather it's enforcing the ROE on those careless enough to fire at a civilian.
Gossy*AUS*
Posts: 18
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Re: Funny Uses Of The Collaborator

Post by Gossy*AUS* »

Civi walls are great fun, just walk towards the intended target and watch them flail about in confusion about what the hell they should do about the RPG guys behind your sqaud... it does end up in you being Martyred a few times, but just get your fellow civis to stand infront of you while someone heals you and start again.
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Arnoldio
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Re: Funny Uses Of The Collaborator

Post by Arnoldio »

Northwest Fresh wrote:You don't die immediately anymore. BUT, you can be killed for helping the insurgency and won't be martyred.

Best "pointless pursuit" as a civi is when you start with a weaponed kit, and drop it. This way, you have more stamina than a real civilian. You can outrun even the dumbest, ballsiest Marines -- leading them into a wall of Allah's lead.
You dont get the gadgets tho :D
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Spec
Retired PR Developer
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Re: Funny Uses Of The Collaborator

Post by Spec »

[R-COM]BloodBane611 wrote:Err, you realize that part of the point of the collaborator kit is its usefulness as a human shield? This is not an exploit.
I disagree. We all know about the big problems with penalties for killing civilians.

Too harsh and they'll be so suicidal that all coalition players will complain and say it's no fun and especially not realistic.

Not harsh enough and all civilian players will complain that they get shot on sight with no real consequences for the killer.

That can only be countered by using the kit how - at least I think - it was originally meant to be used. As a scout kit, someone who can safely move around on the battlefield without fearing to get shot. And as bait for arrest-happy squads who will follow the civilian into an ambush. And to make the coalition watch their fire - that basically means that even an armed insurgent might have a higher chance of not being shot on sight because the coalition fear a civi kill more than a lost kill on an insurgent. As a result, this should, in theory, create a generally insurgent-friendly combat environment without feeling "gamey".

We all know that doesn't really work, but using the kill penalties (or the lack thereof) to the maximum advantage has led to the penalties being changed to the other extreme often enough in the past... 0.6 was really nice for the civilians. But they used it to MAKE the coalition shoot them. Then it was changed so the coalition wasn't screwed when shooting civilians - now they just shot on sight though. The current system is somewhere in the middle, which isn't bad. But I'd be careful with how to use the kit. Maybe exploits isn't the right word. I don't mean it as in cheating. But I mean it as in using the system to ones advantage - which is the point of a game somehow, yes. But... Well, you get my point.
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sparks50
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Re: Funny Uses Of The Collaborator

Post by sparks50 »

I guess the realistic thing to do would for the insurgents to seek civilians to hide behind them, not for the civilians to seek the insurgents to act as some sort of voluntary human shield.

But again, this is only PR, its not too realistic because of all the limitations and punishments needed to force pubbies to play in a way that sort of replicates reality. You just cant win them all and many compromises will have to be made.
naykon
Posts: 113
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Re: Funny Uses Of The Collaborator

Post by naykon »

Spec_Operator wrote:I disagree. We all know about the big problems with penalties for killing civilians.
Real life insurgents exploit this all the time in Afghanistan... why not in PR?
boilerrat
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Re: Funny Uses Of The Collaborator

Post by boilerrat »

Spec_Operator wrote:I disagree. We all know about the big problems with penalties for killing civilians.

Too harsh and they'll be so suicidal that all coalition players will complain and say it's no fun and especially not realistic.

Not harsh enough and all civilian players will complain that they get shot on sight with no real consequences for the killer.

That can only be countered by using the kit how - at least I think - it was originally meant to be used. As a scout kit, someone who can safely move around on the battlefield without fearing to get shot. And as bait for arrest-happy squads who will follow the civilian into an ambush. And to make the coalition watch their fire - that basically means that even an armed insurgent might have a higher chance of not being shot on sight because the coalition fear a civi kill more than a lost kill on an insurgent. As a result, this should, in theory, create a generally insurgent-friendly combat environment without feeling "gamey".

We all know that doesn't really work, but using the kill penalties (or the lack thereof) to the maximum advantage has led to the penalties being changed to the other extreme often enough in the past... 0.6 was really nice for the civilians. But they used it to MAKE the coalition shoot them. Then it was changed so the coalition wasn't screwed when shooting civilians - now they just shot on sight though. The current system is somewhere in the middle, which isn't bad. But I'd be careful with how to use the kit. Maybe exploits isn't the right word. I don't mean it as in cheating. But I mean it as in using the system to ones advantage - which is the point of a game somehow, yes. But... Well, you get my point.
Before .9 being a civi was suicidal and a waste of time... I never wanted to play them until this patch
Spec
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Re: Funny Uses Of The Collaborator

Post by Spec »

I played much more back around the time of 0.6 than now. What I remember is back then, you'd try to get shot as civilian. For example by selecting the shovel and lying down - looked somewhat like a gun from a distance. Due to the harsh punishment, and especially the low respawn time for the civilian after being killed, that worked. Result was the change of punishment that made the civilian unenjoyable.

Yes, now in 0.9 it's better again, I'd just be careful not to do the same thing as in 0.6. If a civilian is used as shield now or then or blocks a road, no problem. But if the only thing they do is jumping in the line of fire or in front of vehicles... It will probably only get worse. The enemy will adapt and just shoot on sight as usual.
Real life insurgents exploit this all the time in Afghanistan... why not in PR?
I stated the reasons above. To avoid later exploits AGAINST the civilian. I hated when they were run over because it was not punishable. Now it is - great! I just don't want to lose that because people do what the Devs invented the riding over thingy for - civilians who jump in front of cars so the driver gets punished.

Some of the things in the first post don't hurt gameplay at all. Such as watching the enemy and making him chase you. Stuff that does not involve your death will likely not influence the punishments and ROE.
I guess the realistic thing to do would for the insurgents to seek civilians to hide behind them, not for the civilians to seek the insurgents to act as some sort of voluntary human shield.
And that does work in a more general context. If the civilians generally 'behave' and are not seen as direct threats by the coalition, chances are the insurgents will have less of a problem walking around. Coalition will see someone in the distance and will want to first confirm the target before opening fire. That's not really as good as having a flesh shield, but it does help. Also, having civilians nearby also helps against explosives. Especially in buildings. Again creating a insurgent-friendly battlefield without feeling too gamey from the coalitions point of view. And especially without leaving "kill them all" as only option for them.
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killonsight95
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Re: Funny Uses Of The Collaborator

Post by killonsight95 »

there should defo be a puinishment for TKing civis this would stop all the standing on the IED's etc.
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motherdear
Retired PR Developer
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Re: Funny Uses Of The Collaborator

Post by motherdear »

what i usually do is to shoot the damn buggers in the shoulder spinning them around and then a shot to the ganglia
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falandor
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Re: Funny Uses Of The Collaborator

Post by falandor »

How do you drop your kit?, back on topic i normally shoot 'em if they keep annoying me
myles
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Re: Funny Uses Of The Collaborator

Post by myles »

falandor wrote:How do you drop your kit?, back on topic i normally shoot 'em if they keep annoying me
Prees T and its the middle circle and press right click then press G
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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johntheripper711
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Re: Funny Uses Of The Collaborator

Post by johntheripper711 »

I like the civi kit, i once made a squad called the stoners the goal of the squad was to stone 5 US soldiers to death (funny in game only) before the match ended. now that would be funny as hell to see an entire squad of armed guys get killed by 6 rock throwers.
sadly punkbuster had it period before i could get anything done in time, besides us worshiping everything we went past.
rushn
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Re: Funny Uses Of The Collaborator

Post by rushn »

I think they should have neutral vehicles for civilians so that they can just drive but they can be shot at if they get to close to a tank
Meester
Posts: 154
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Re: Funny Uses Of The Collaborator

Post by Meester »

Some of my attempted getting run over by a driver bids have failed due to careful drivers.

It would make sense that shooting and killing a collaborator driving a civilian car (with no insurgents inside) should be outside the ROE. If the vehicle is blown up taking the collaborator with it, then that would be within the ROE. Whether it is technically feasible is another matter.
Rissien
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Re: Funny Uses Of The Collaborator

Post by Rissien »

Nuetral vehicles when not in use show up on the map, so Coalition forces could just wait for a vehicle to pop up on the map and know someone got out of it right there.
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Pedz
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Re: Funny Uses Of The Collaborator

Post by Pedz »

Best thing to do with civis, is get a whole big group of them, 6-12 and all arm stones, then stone anyone you come across, and if someone comes up to you scatter like fish ^^, theyll get confused and then youll be able to throw more rocks at them xD.

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rushn
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Re: Funny Uses Of The Collaborator

Post by rushn »

it is hard to organize a big group though a lot of people do not like long spawns
Rissien
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Re: Funny Uses Of The Collaborator

Post by Rissien »

rushn wrote:it is hard to organize a big group though a lot of people do not like long spawns
No its not.
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