Molotov or Knife for Collaborators

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Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Molotov or Knife for Collaborators

Post by Unarmed Civilian »

I was wondering if the Civilian Collaborator could have his Cellphone changed to the 9 key(since he has no patches to give away) and on the 1# slot grant him a knife or single molotov, so using either of those would mean that the Collaborator would lose his ROE protection, same rules as with the epipen and ressurect. Your thoughts?
Unarmed Civilian
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Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

Just an add: I know we are talking about Civilians here but... Civilians can be arrested by receiving a shotgun blast on their butts, why can't they have a minor defensive capability other than stones, using a molotov to cover their escape would be a good deal since they already sprint LESS than the evarage classes.
dtacs
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Re: Molotov or Knife for Collaborators

Post by dtacs »

This is not the suggestions forum. You should post that stuff there.

Molotovs are extremely harmful, using one IRL would make a civilian free bait to be shot under BLUFOR ROE I'm sure.

A knife would not stop a guy rampaging with a shotgun at all lol.

In conclusion, the civilian is a non-combat asset for a reason. Giving it stuff to kill with would defeat its purpose.
PaveHawk
Posts: 240
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Re: Molotov or Knife for Collaborators

Post by PaveHawk »

Give him a jar of acid that if hit with temporarily blinds people. Doing this causes lose of ROE protection temporarily , but allows them to get away hopefully.
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Truism
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Re: Molotov or Knife for Collaborators

Post by Truism »

Naw, civilian rioters use molotovs all the time, the Aus Army had them thrown at us in East Timor for example.

That's not grounds to gun a civilian down. But hey, we do that in PR anyway and the Civie isn't even armed.

If he's a collaborator, he should be armed. Simple.
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XxxGrANdmA
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Re: Molotov or Knife for Collaborators

Post by XxxGrANdmA »

yeah why should blufor have the peace of mind that because the person that they're looking at doesn't have a towel on their head, they must not have a weapon cuz they're just a harmless little civi. Anyone could be carrying a weapon. Looks can be decieving. Maybe even a pickup kit at main that is the civi kit but also has a pdw. This way most civis out the are actually just civis but there's also dangerous ones too that could pull a gun on you. It would make blufor troops more caitious when aproaching what looks to be a civilian
kf_reaper
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Re: Molotov or Knife for Collaborators

Post by kf_reaper »

i said this in the past but i still think that there should be a pick up kit for the civi an Bomb vest. make the blufor really keep on there tows about running down any civis they see out there

"put some ball bearings in his bomb vest to give more of a kill zone to ware he looking."
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mistryx
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Re: Molotov or Knife for Collaborators

Post by mistryx »

PaveHawk wrote:Give him a jar of acid that if hit with temporarily blinds people. Doing this causes lose of ROE protection temporarily , but allows them to get away hopefully.
Jarate :p
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Zimmer
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Re: Molotov or Knife for Collaborators

Post by Zimmer »

kf_reaper wrote:i said this in the past but i still think that there should be a pick up kit for the civi an Bomb vest. make the blufor really keep on there tows about running down any civis they see out there

"put some ball bearings in his bomb vest to give more of a kill zone to ware he looking."
So people can kill even more civilians?

I mean if I see a civilian and you had a suicide vest in the game I would shoot him in the head long before he even got to me vest or not.
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Pronck
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Re: Molotov or Knife for Collaborators

Post by Pronck »

Let the suicide bomb kit spawn at main, and if not possible in the BF2 engine, place it in later versions of the Arma II Mod (Or PR2).

And give the civilian a knife, maybe not from a AKM Bayonet, but a normal "House and Kitchen" knife.
Molotovs sounds great, but since the 0.9 we got lots of new guys being trigger happy, and shooting civilians for no reason.
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dtacs
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Re: Molotov or Knife for Collaborators

Post by dtacs »

Lutefisk wrote:I think you should have a smoke bomb in the civi kit. So like when you are running down the streets of karbala you just swing out your smoke bomb (same as grenadier, pops immedeatly) throw it at the ground and ninja your way out of there!
This isn't actually that hard, could be an interesting and realistic addition to the kit.



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Skull
Posts: 268
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Re: Molotov or Knife for Collaborators

Post by Skull »

ghost-recon wrote:And give the civilian a knife, maybe not from a AKM Bayonet, but a normal "House and Kitchen" knife.
since the bf2 engine fucked knifing up so big times it would make arresting civis without shotguns even worse.
Molotovs sounds great, but since the 0.9 we got lots of new guys being trigger happy, and shooting civilians for no reason.
and thats is 1 out the main ideas of using civis: first is gathering intelligence, 2nd is deniing intelligence to the blufor. and whenever i get shot with a normal rifle as a civi im happy, because i know theyve just lost 10 int points and that hurts pretty badly...

concerning arming civis: i dont like that idea at all, the civi is perfect as it is now. arming would make them combatants which isnt the point of them at all, besides that would be damn overpowered, cause he could just walk up on them in an open field, throw the molotov, or kill some guys and then being shot with just 1 kill and +1 int for the blufor.
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Foxxy
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Re: Molotov or Knife for Collaborators

Post by Foxxy »

i think we should just leave it as is. I dont want the civilian having "extra abilities"
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Unarmed Civilian
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Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

Okay then, they should remain unarmed.

BUT, whoever gun downs a "Martyr" should be granted an instant DEAD DEAD, not wounded. I mean, whoever shoots a civilian protected by ROE should die OR receive one point at his deaths counter. This would be only for shooting not for driving them with a vehicle, which would be very imba, civs would just stay on the corner waiting to run in front a vehicle and bang, I've done that myself. The civilian gameplay experience is not fun since BLUEFOR, most of the time, don't give a damn about the penalties. More suffering is needed to those infidels!
Unarmed Civilian
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Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

Another thing, the knife isn't completly useless. Since the civilian has a hook, I missed a good opportunities of killing careless enemy snipers because all I could do was spot them. Not that there's something wrong about that, and the civilian is meant to do that, but when the team doesn't care, you have to do it yourself sometimes.
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Molotov or Knife for Collaborators

Post by BlackwaterSaxon »

A suicide civi kit would be interesting, as long as it was identical to the normal civi kit, with the epipen removed, would make people alot more cautious and perhaps the score penalty and intel penalty could be increased, to make the blufor team actually think before they gun down a civi with an AR.
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Imchicken1
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Re: Molotov or Knife for Collaborators

Post by Imchicken1 »

Maybe two different kits? The origonal, unchanged civi, and a regular insurgent? Both kit geometries could look the same, making it more difficult for the blufor.
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Haji with a Handgun
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Re: Molotov or Knife for Collaborators

Post by Haji with a Handgun »

Imchicken1 wrote:Maybe two different kits? The origonal, unchanged civi, and a regular insurgent? Both kit geometries could look the same, making it more difficult for the blufor.

I like. The unintended consequences would be steep though. I imagine since the insurgents look the same, BLUFOR will often mistake civis for insurgents and kill the civi, which doesnt accomplish much for either side. Right direction though.
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