[Server Option] Disallow HAT and CE in Insurgency mode
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Peeta
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
The mode isn't ruined because one team has a HAT or CE. I wouldn't say implement an option to disallow the HAT and CE kits for a server on Ins either. I would say it's up to the server to make server rules against that kind of gameplay, not up to the DEV's.
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dunem666
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Imchicken1
- Posts: 512
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
I agree with fighter.
I have fun on servers when there's a guy that goes off alone with a HAT. If he dosnt return to base, he's hunted down by the tanks and LB's and anyone in the area. It's like blackhawk down, the way the kit is escorted back to base usually
I have fun on servers when there's a guy that goes off alone with a HAT. If he dosnt return to base, he's hunted down by the tanks and LB's and anyone in the area. It's like blackhawk down, the way the kit is escorted back to base usually
Last edited by Imchicken1 on 2010-05-26 05:59, edited 1 time in total.
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dtacs
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
And how often are rules like that not followed? Almost every game.Fighter wrote:The mode isn't ruined because one team has a HAT or CE. I wouldn't say implement an option to disallow the HAT and CE kits for a server on Ins either. I would say it's up to the server to make server rules against that kind of gameplay, not up to the DEV's.
Its the 'special kits for special people' system. Any new player or shit player who wants to be badass will get a special kit, doesn't matter what it is.
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ralfidude
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
And the insurgents will replenish their newly confiscated C4 and 80 grand missiles from their insurgent caches?
I dont think so.
Its not theirs for the taking. It doesnt make sense for them to have it.
Think of it as the same thing as when they dissalowed enemy units from getting into enemy vehicles. Why? Cuz it wouldnt make sense IRL.
I concur with Jenkins. Lately this has become an asshat related problem where griefers do this on purpose.
Since kits stay on groudn forever, they get the kit, drop it someplace safe, teamswitch, and grab the kit.
As an admin, it is VERY VERY hard to keep track of who does that.
PS: WHO THE HELL TAKES AN AA KIT AS BLUEFOR ON AN INSURGENCY MAP?!?!?!?!?!? COME ON!!!!!!!!!!!!
And you think were not gonna get pissed?
These 3 kits should be disallowed on insurgency mode.
I dont think so.
Its not theirs for the taking. It doesnt make sense for them to have it.
Think of it as the same thing as when they dissalowed enemy units from getting into enemy vehicles. Why? Cuz it wouldnt make sense IRL.
I concur with Jenkins. Lately this has become an asshat related problem where griefers do this on purpose.
Since kits stay on groudn forever, they get the kit, drop it someplace safe, teamswitch, and grab the kit.
As an admin, it is VERY VERY hard to keep track of who does that.
PS: WHO THE HELL TAKES AN AA KIT AS BLUEFOR ON AN INSURGENCY MAP?!?!?!?!?!? COME ON!!!!!!!!!!!!
And you think were not gonna get pissed?
These 3 kits should be disallowed on insurgency mode.

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=]H[=CubCadet1972
- Posts: 261
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
The HAT and CE kits are an admins worst enemy on an INS map. Admin have to watch every map to see if some prick is going to take it out, run to some hidden corner, and wait to be killed by a buddy or teamswitch to retrieve it later. How many other server admin have a banlist full of shitbirds like this?
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Dev1200
- Posts: 1708
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Fighter wrote:The mode isn't ruined because one team has a HAT or CE. I wouldn't say implement an option to disallow the HAT and CE kits for a server on Ins either. I would say it's up to the server to make server rules against that kind of gameplay, not up to the DEV's.
In real life, would they give you a wire guided missile launcher to go into a city to destroy caches? Even though there isn't any armored targets in the area?
I think it's unrealistic that you would be able to requisition an anti-tank kit when there aren't any tanks.. would just be redundant. Same with Anti Air.
I propose that HAT, Combat Engineer, and Anti-Air kits as well be removed from Insurgency for the BluFor team. I also propose that HAT and Anti-Air kits are removed from maps that do not have any armor/air assets in them, especially infantry layers. Why would the USMC be able to requisition an Anti-Air kit on Jabal or Muttrah when there isn't any air targets to engage xD

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goguapsy
- Posts: 3688
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
I wouldn't BAN HATs and CEs.
What I WOULD do is prohibit HAT kits to be taken out of main (if an insurgent manages to retrieve it, he deserves it
).
CE kits on the other hand are sometimes useful to clear out mines. But we gotta do that on clear terrain.
When one of my squad members found a CE kit on the ground, we escorted it back to main to prevent the insurgents to have it. CE kits should be treated as ASSETS!
What I WOULD do is prohibit HAT kits to be taken out of main (if an insurgent manages to retrieve it, he deserves it
CE kits on the other hand are sometimes useful to clear out mines. But we gotta do that on clear terrain.
When one of my squad members found a CE kit on the ground, we escorted it back to main to prevent the insurgents to have it. CE kits should be treated as ASSETS!
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=]H[= JakCurse
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
I'd like to know if it's even feasible. I mean, the Taliban faction can't request pilot or crewman kits, so surely a similar effect can be given to CONFOR on INS maps for HATs and AA? (I believe that the CE can be used for EOD tasks, and CAN serve a practical use, wheras the others have no real benefit)
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Dev1200
- Posts: 1708
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Perhaps make Combat Engineer on the BluFor have no C4, but mines and a wrench?

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Foxxy
- Posts: 349
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
I remember a few weeks ago on TG on fallujah west i was a CE driving a logitruck in a apc squad. If we stumbeled upon a mine i would go ahead with my wrench and defuse it. I say the CE can be used for something very useful to the team, just take out the c4 and replace it with wire cutters so we can disarm iedsI'd like to know if it's even feasible. I mean, the Taliban faction can't request pilot or crewman kits, so surely a similar effect can be given to CONFOR on INS maps for HATs and AA? (I believe that the CE can be used for EOD tasks, and CAN serve a practical use, wheras the others have no real benefit)
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mat552
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Why is it the DEVs job to deal with player stupidity?
Why would you punish the insurgents for getting lucky?
Is not the server admin capable of handling things? Is the server admin just unwilling?
I always feel especially rewarded when I bide my time, plan my ambush, and walk away victorious with a HAT or CE. It's one of those special joys in the game, knowing what power you hold in your hand, it'd be a shame to see this removed because some feel it is below them to keep a hand on things in their server. (Baseraping is easy to solve. You tell them not to, if they do it, you use your magical admin powers to get their name and then issue suitable punishment. TG seems to handle it just fine)
Why would you punish the insurgents for getting lucky?
Is not the server admin capable of handling things? Is the server admin just unwilling?
I always feel especially rewarded when I bide my time, plan my ambush, and walk away victorious with a HAT or CE. It's one of those special joys in the game, knowing what power you hold in your hand, it'd be a shame to see this removed because some feel it is below them to keep a hand on things in their server. (Baseraping is easy to solve. You tell them not to, if they do it, you use your magical admin powers to get their name and then issue suitable punishment. TG seems to handle it just fine)
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.
The only winning move is not to play. Insurgency, that is.
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charliegrs
- Posts: 2027
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
How about just dont let the HAT kit be reloadable by the INS side? Sure they can get one lucky shot and kill a coalition tank or APC, but thats all they get. Theres no way insurgents are going to have spare SRAW rounds.
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ralfidude
- Posts: 2351
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Matt552
Server admins on each server handle this issue differently.
HARDCORE servers are not in the business of policing kits. Its a first come first serve type of deal, and we are not allowed to kit for kits being taken out of main.
We do however BAN anyone caught doing it purposely to give the kit to the enemy.
If the devs could save everybody the headache of this, we would all be in the same boat about this issue. We as admins can focus on other things than keeping an eye on every player who takes out questionable kits, every day, 24/7.
Its a tough freaking job mate, and we are players first, admins second. We dont want to have to spend our time doing investigator work and logging in with alternate names to catch them in the act. Its a pain in the booty, to everybody.
Server admins on each server handle this issue differently.
HARDCORE servers are not in the business of policing kits. Its a first come first serve type of deal, and we are not allowed to kit for kits being taken out of main.
We do however BAN anyone caught doing it purposely to give the kit to the enemy.
If the devs could save everybody the headache of this, we would all be in the same boat about this issue. We as admins can focus on other things than keeping an eye on every player who takes out questionable kits, every day, 24/7.
Its a tough freaking job mate, and we are players first, admins second. We dont want to have to spend our time doing investigator work and logging in with alternate names to catch them in the act. Its a pain in the booty, to everybody.

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Hotrod525
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
i would ban HAT for a simple reason, insurgent arent qualifie on such an advance weapon, ever seen a Taliban shoot a SRAAW ? and even if the instruction are wrote on it, i dont think they speak english enought to understand it.

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dtacs
- Posts: 5512
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Because an umbrella rule stopping it will stop it for good. Its impossible for server admins to constantly make sure not HATs are being requested, especially when some people don't bother to read the rules.mat552 wrote:Why is it the DEVs job to deal with player stupidity?
They aren't getting lucky. Its due to a stupid often new player on the BLUFOR wanting a cool looking kit, hence they get something which has a big missile.Why would you punish the insurgents for getting lucky?
See above..Is not the server admin capable of handling things? Is the server admin just unwilling?
I once got a HAT kit on Ramiel and destroyed 4 strykers, three humvees and a logistics truck. I didn't feel rewarded or skilled, nor did I deserve it. I simply was in the right place at the right time due to an idiotic US player. All in all thats what, 50 or so tickets including deaths?
Simply put, the BLUFOR should not be punished for the mistakes of one player.
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MAC$DRE
- Posts: 62
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
This is a joke. plain and simple the AT-4 is a DISPOSABLE rocket system. the HAT is a $80,000 rocket with a $125,000 fire control module. The insurgents are not going to have this kind of stuff stored in their weapons caches. you say its a server admins job to watch every player every minute of the round to make sure they aren't exploiting AN OBVIOUS problem in project REALITY.
THE ONLY things that insurgents should be able to re-arm from a Blufor kit is 5.56 ammunition, patches, smoke, and possibly fragmentation grenades. reloading a HAT or AT-4 is absolutely ludicrous and i am still amazed that this has not been addressed yet.
this is unbelievable that people wouldn't want to improve the realism of the mod (mat552)
THE ONLY things that insurgents should be able to re-arm from a Blufor kit is 5.56 ammunition, patches, smoke, and possibly fragmentation grenades. reloading a HAT or AT-4 is absolutely ludicrous and i am still amazed that this has not been addressed yet.
this is unbelievable that people wouldn't want to improve the realism of the mod (mat552)
Last edited by MAC$DRE on 2010-05-26 02:29, edited 2 times in total.
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Rissien
- Posts: 2661
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
Saying server admins should watch for it, all that does is turn them into micromanagers. You want an admin breathing down your neck for every misclick orthing you do? The admins don't either, we want to play the game and shouldnt have to use our power as admins unless we have to. Players are hardcoded, the only foolproof way to prevent idiocies like taking such powerful kits out to the enemy is to remove them from the gamemode. Sure your happy as hell if you find someone with it, but when a well played and even winning game is ground to a loss of epic proportions (inf moving in with aror support is suddenly down to getting pounded while armor wrecks litter the feild) because ONE person on your team was an idiot isnt right. Ive seen players *after getting dropped off by heli in the midle of the map* request a hat kit, just because he wanted to check it out. A few minutes later our apcs were getting blown away.
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charliegrs
- Posts: 2027
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Re: [Server Option] Disallow HAT and CE in Insurgency mode
I posted a thread about this months ago. Basically the response I got from EVERYONE was "its not that hard to fire a javelin" Which I had a hard time believing.Hotrod525 wrote:i would ban HAT for a simple reason, insurgent arent qualifie on such an advance weapon, ever seen a Taliban shoot a SRAAW ? and even if the instruction are wrote on it, i dont think they speak english enought to understand it.
And Il say it again, lets say they actually figure out how to shoot it, its not going to be the unstoppable killing machine it is right now if the Insurgents cant reload it! And theres no way in hell they have any javelin or sraw rounds of their own.
known in-game as BOOMSNAPP
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