More than 2 x 1 spawnable supply trucks for insurgents
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ryan d ale
- Posts: 1632
- Joined: 2007-02-02 15:04
More than 2 x 1 spawnable supply trucks for insurgents
The thread title says it all.
Has anyone seem them used to effect?
You only get 2 that spawn once (or so it seems) and often they are used as personal transport. Even worse, 2 people from the same squad will take them and ignore your requests.
I'm not saying they should spawn 5 minutes after destruction... just maybe 2 or 3 spawns of 2.
Has anyone seem them used to effect?
You only get 2 that spawn once (or so it seems) and often they are used as personal transport. Even worse, 2 people from the same squad will take them and ignore your requests.
I'm not saying they should spawn 5 minutes after destruction... just maybe 2 or 3 spawns of 2.
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Pvt.Jumper
- Posts: 30
- Joined: 2009-08-23 10:37
Re: More than 2 x 1 spawnable supply trucks for insurgents
Agreed! I often use those for ambushes and what not. But usually they get wasted as transport trucks..
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: More than 2 x 1 spawnable supply trucks for insurgents
tbf it would be realistic for the insurgents to have more than one pickup truck that carries ammo around, if this suggestion is not implemented then civi cars or techie's should be able to drop them.
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
Re: More than 2 x 1 spawnable supply trucks for insurgents
Civilian cars are often used as ammo carriers, they get caught at check points with a trunk full of RPG-7 rounds.bloodcry223 wrote:Techies yes, civi cars no.
About the suggestion, this is a suggestion that would be nice for public servers because not all people know what the truck is for.... Admins can't watch everything going on, so vehicles are often wasted.

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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: More than 2 x 1 spawnable supply trucks for insurgents
I often, on both BLUFOR and Ins, find them taken down around the US main on maps like Fallujah for huge ArtyIED fields. The sapper then dies, and the techies are left there.
Currently, they're pretty useless considering how easy they are lost..including how easy they can flip.
Currently, they're pretty useless considering how easy they are lost..including how easy they can flip.
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: More than 2 x 1 spawnable supply trucks for insurgents
You also hear a sickening glass breaking noise whenever you go over a bump or hit something 
Maybe make the spawn every 15 minutes or something. Usually, if im in a good squad, we use 1 or 2 of the ammo techie's and set up a "fake cache", making alot of noise by shooting RPG's from our "fake cache," and confusing and pissing off the blufor guys.
Someone usually comes along and steals it though, and the moment we leave it at the main someone takes it and gets it destroyed. I think alot of people act carelessly as insurgents and forget that the ammo techie's don't respawn (we once get a blufor Combat engi kit, and two smart guys used the 2 ammo techie's as C4 cars)
Maybe make the spawn every 15 minutes or something. Usually, if im in a good squad, we use 1 or 2 of the ammo techie's and set up a "fake cache", making alot of noise by shooting RPG's from our "fake cache," and confusing and pissing off the blufor guys.
Someone usually comes along and steals it though, and the moment we leave it at the main someone takes it and gets it destroyed. I think alot of people act carelessly as insurgents and forget that the ammo techie's don't respawn (we once get a blufor Combat engi kit, and two smart guys used the 2 ammo techie's as C4 cars)
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: More than 2 x 1 spawnable supply trucks for insurgents
They should just let the ammo technical respawn.

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Pvt.SmittY15
- Posts: 31
- Joined: 2009-10-17 06:27
Re: More than 2 x 1 spawnable supply trucks for insurgents
Yeah I think they shouldDev1200 wrote:They should just let the ammo technical respawn.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: More than 2 x 1 spawnable supply trucks for insurgents
having too many takes away the point in having the cache as a reloading point, that has to be avoided. Caches are the focus of the insurgency teams and the like, their ammo bonuses are what keep the insurgent team in the right place and well armed, having too many ammo cars running around takes what is now a sparce resource to be used only in making ambush and mined up locations, or fake caches and turns it in to a readily avaliable resource which deminishes cache importance.
people misusing assets is something you want to take up with the server operators.
people misusing assets is something you want to take up with the server operators.
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Ford_Jam
- Posts: 458
- Joined: 2009-06-19 01:06
Re: More than 2 x 1 spawnable supply trucks for insurgents
They're pretty useful for your fake cachingdtacs wrote:I often, on both BLUFOR and Ins, find them taken down around the US main on maps like Fallujah for huge ArtyIED fields. The sapper then dies, and the techies are left there.
Currently, they're pretty useless considering how easy they are lost..including how easy they can flip.
Keep them around, I just think a lot of people might not realise their importance yet. Many people I encounter are oblivious to the fact that they don't respawn (Edit: in some cases)
Last edited by Ford_Jam on 2010-07-04 02:07, edited 1 time in total.
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: More than 2 x 1 spawnable supply trucks for insurgents
Like i said, make the respawn something like 15-20 minutes, like that of a heavy asset of conventional forces (the ability to drop ammo makes it generally a heavy asset in the case of insurgents)
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: More than 2 x 1 spawnable supply trucks for insurgents
THIS IS FROM .91
Just wanted to throw this out there so you guys can see how its actually set up atm, perhaps its best to set this up as we do with Blufor Forces Assets - Per map
lashkar - Taliban - semi conventional - lots of ground to cover = mobile ammo assets
Ramiel - Insurgency - unconventional - large amount of ground in play
Basrah - Insurgency - unconventional - older map - much smaller amount of ground that the insurgents are supposed to be able to rule over (the city basically)
so my point is that we should treat it all individually.
Code: Select all
[quote]
rem [ObjectSpawnerTemplate: techsupply]
ObjectTemplate.create ObjectSpawner techsupply
ObjectTemplate.activeSafe ObjectSpawner techsupply
ObjectTemplate.modifiedByUser "Hans"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: techsupply_0]
ObjectTemplate.create ObjectSpawner techsupply_0
ObjectTemplate.activeSafe ObjectSpawner techsupply_0
ObjectTemplate.modifiedByUser "Hans"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1[/quote]
lashar valley both respawning
[quote]rem [ObjectSpawnerTemplate: techsupply]
ObjectTemplate.create ObjectSpawner techsupply
ObjectTemplate.activeSafe ObjectSpawner techsupply
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: techsupply_0]
ObjectTemplate.create ObjectSpawner techsupply_0
ObjectTemplate.activeSafe ObjectSpawner techsupply_0
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1[/quote]
ramiel, this means one is respawning and the other is not
[quote]rem [ObjectSpawnerTemplate: techresupply]
ObjectTemplate.create ObjectSpawner techresupply
ObjectTemplate.activeSafe ObjectSpawner techresupply
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: car]
ObjectTemplate.create ObjectSpawner car
ObjectTemplate.activeSafe ObjectSpawner car
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 civ_jep_support
[b]ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999[/b]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.teamOnVehicle 1
[/quote]
basrah this means both are not respawning.
lashkar - Taliban - semi conventional - lots of ground to cover = mobile ammo assets
Ramiel - Insurgency - unconventional - large amount of ground in play
Basrah - Insurgency - unconventional - older map - much smaller amount of ground that the insurgents are supposed to be able to rule over (the city basically)
so my point is that we should treat it all individually.
Last edited by Rudd on 2010-07-04 02:12, edited 1 time in total.
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Ford_Jam
- Posts: 458
- Joined: 2009-06-19 01:06
Re: More than 2 x 1 spawnable supply trucks for insurgents
Oh wow thanks for clearing that up Rudd 
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009783232
- Posts: 42
- Joined: 2008-11-14 03:53
Re: More than 2 x 1 spawnable supply trucks for insurgents
The problem is that on fallujah, you only get two of these to last you the entire round. By removing ammo technicals from the fray, you have no easy way of transporting ammunition for ambushes and ied attacks, which were so common in real life.[R-CON]Rudd wrote:having too many takes away the point in having the cache as a reloading point, that has to be avoided. Caches are the focus of the insurgency teams and the like, their ammo bonuses are what keep the insurgent team in the right place and well armed, having too many ammo cars running around takes what is now a sparce resource to be used only in making ambush and mined up locations, or fake caches and turns it in to a readily avaliable resource which deminishes cache importance.
people misusing assets is something you want to take up with the server operators.
In all seriousness, ammo technicals should be among the most common assets, as they're simply cars with ammo inside. If you feel that it takes too much away from caches, then making them reloadable at caches only would be a good compromise. Putting 3 caches on the field again, and increasing the number of caches required to win would compensate for the extra number of unknowns that will be stumbled upon. Atleast with three caches, you're more able to choose a cache which is out of combat to reload off of.
In this patch, once the ammo technicals die off (which is usually about an hour in to the round on fallujah), ambushes no longer occur and American armour can ride with near impunity through non-known-cache areas and know that the only fire they will take will be from unintelligent insurgents firing off of unknowns. This needs to be fixed; carrying a few extra rpg-7 rounds for an ambush shouldn't be a monumental task for the insurgents.
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: More than 2 x 1 spawnable supply trucks for insurgents
I find it silly that the Insurgents have more garbage trucks with 500lbs bombs inside than small little pickups that carry little wooden crates of ammo. If you are worried about them being too much like caches (by the fact that they resupply) then limit the amount of crates dropped at one time by these vehicles like the supply trucks are.
I've noticed that most Iraqi INS maps have non-respawnable ammo trucks while all Tali maps have respawnable trucks.
I've noticed that most Iraqi INS maps have non-respawnable ammo trucks while all Tali maps have respawnable trucks.
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BigNate
- Posts: 29
- Joined: 2010-05-24 12:56
Re: More than 2 x 1 spawnable supply trucks for insurgents
Seems to me that an in-game mechanism to communicate to players which assets will respawn would be a huge boon. I often have to argue with people to convince them of which MEC vehicles respawn on Muttrah and which don't, and that is easily the most played map.
Perhaps on the loading art there could be a text box indicating which assets are single-use? Just spitballing, not sure that's the best way, but if it can be done in a seamless way, I think it would be a great help. We already show what types of assets are on the map on the loading screen, so it wouldn't be too out of place to have that information there.
Perhaps on the loading art there could be a text box indicating which assets are single-use? Just spitballing, not sure that's the best way, but if it can be done in a seamless way, I think it would be a great help. We already show what types of assets are on the map on the loading screen, so it wouldn't be too out of place to have that information there.
Last edited by BigNate on 2010-07-04 05:55, edited 1 time in total.
Reason: spelling
Reason: spelling
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TmanEd
- Posts: 101
- Joined: 2009-09-07 23:32
Re: More than 2 x 1 spawnable supply trucks for insurgents
Maybe put a little "x1' next to them where it normally shows their picture under the map?
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: More than 2 x 1 spawnable supply trucks for insurgents
I agree.... the fact that if your supply truck gets destroyed .. your team is Back in the game play as earlier insergent modes of pr .. without supplies. .. i think they should be spawnable back after 10 -20 mins that would be fair enough
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a0jer
- Posts: 80
- Joined: 2010-05-17 23:51
Re: More than 2 x 1 spawnable supply trucks for insurgents
Using supply trucks to set up fake caches is a great strategy and fun too. But it's impossible if you join a round too late. I played on a server once where a TKing ******* decided to arty ied insurgent main. Both supply trucks gone forever within a minute of the round starting.


