Civilian Python Rule Change (Insurgency)

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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Civilian Python Rule Change (Insurgency)

Post by dunem666 »

Currently, The entire system seems to be floored in many ways with the rules and punishments given to those whom kill the civilians. Infact, it makes the entire round slight un matched, less and less people are using civilians because of the respawn times.

At the moment, it's really unfair that you can be arrested with a shotgun. Defeats the point of arresting them.

Long respawn times should be less but increased for the culprit killer.

Rule should also apply to ANY weapon selected also for no time limit.

Making these changes with drastically increase the popularity of the civilian kit and will make the game even more fair for insurgents.

:)
dunem
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Nakata
Posts: 102
Joined: 2010-02-05 02:24

Re: Civilian Python Rule Change (Insurgency)

Post by Nakata »

I think civis need stop running to your enemies without protection... Make they job as informers... if a civi stay with insurgents he is a collaborator.

I think no need changes
Asystole
Posts: 158
Joined: 2009-06-27 09:51

Re: Civilian Python Rule Change (Insurgency)

Post by Asystole »

I still agree with that shotgun apprehension removal.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Civilian Python Rule Change (Insurgency)

Post by lucky.BOY »

Yes there still are some guys who kill civies, but they are not frightened of respawn timer, because they are not playing for the team. Because if they were playing for team, they wouldnt waste IP. These guys didnt catch the spirit of ins mode and they are unreasonably racking kills. What im trying to say is that increasing the respawn timer for civi killers wont be the solution. Maybe instant death after X civi kills would do the job.
Leave the shotgun be, IMO its the best it can be...
"Rule should also apply to ANY weapon selected also for no time limit." - Sorry i dont uderstand this sentence.
Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Civilian Python Rule Change (Insurgency)

Post by Amir »

Now let's say the civi is on a building/water where you can't get on. Then he's a like an UAV for the insurgents, how are you willing to arrest him ?
Eat Crayons, Poop Rainbows
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darklord63
Posts: 389
Joined: 2008-12-07 20:18

Re: Civilian Python Rule Change (Insurgency)

Post by darklord63 »

I was just thinking this, respawn should be 180 seconds for civi kills outside the ROE. That'll learn em.
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In game alias- LEUTShinySides
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: Civilian Python Rule Change (Insurgency)

Post by Boris.T.Spider »

Wasnt the 'shotty to arrest' put in to stop the civy on top of every lamp post in Basrah technique?
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Civilian Python Rule Change (Insurgency)

Post by ankyle62 »

shotty to arrest is fine by me. makes them actually use some strategy instead of running at the enemy with no help.

i really wish the penalty was worse for the people that kill them. most of the time people just shoot the civi without thinking about it.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: Civilian Python Rule Change (Insurgency)

Post by Bazul14 »

I think the shotgun arrest is quite anoying. The civi on the lamppost was not always a problem, just molotov the civi with camptured ins kit. The shotgun makes civis fairly unplayable, since most get a shotgun in the face instead of the enemy folowing them and trying to capture them.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Civilian Python Rule Change (Insurgency)

Post by Elektro »

Amir wrote:Now let's say the civi is on a building/water where you can't get on. Then he's a like an UAV for the insurgents, how are you willing to arrest him ?
A: Get a specialst to throw a rope onto the building.

B: Civilians bleed in water - cant stay there more than 10 sec.
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Civilian Python Rule Change (Insurgency)

Post by ankyle62 »

Bazul14 wrote:I think the shotgun arrest is quite anoying. The civi on the lamppost was not always a problem, just molotov the civi with camptured ins kit. The shotgun makes civis fairly unplayable, since most get a shotgun in the face instead of the enemy folowing them and trying to capture them.
if you are at a distance where
they can shot gun you, you are probably doing it wrong.

the flexi cuff thing is just a huge pain in the *** swinging wildly trying to make the hit detection work.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Civilian Python Rule Change (Insurgency)

Post by Bringerof_D »

here are several ideas for solutions if the shotgun arrest is removed.

what about a "tear gas grenade" ok i know it's been mentioned before but hear me out.

Properties:
-Slowly kills someone within the smoke and can be used to arrest civilians.

objective: to either arrest the civilian in an unreachable location or to flush them outfor you to manually arrest.

it will not have any suppression or disorientation effects.

OR

some object, this one is free to your imagination, that you can throw directly at a civilian. if it hits the civilian, they are arrested. this should also make chasing a civi down slightly less dangerous while making it harder than with the shotgun.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Civilian Python Rule Change (Insurgency)

Post by Bringerof_D »

Jonny wrote:Something like this?

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lol, the last time i checked there are no maps here featuring the JSDF
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Civilian Python Rule Change (Insurgency)

Post by Arnoldio »

Amir wrote:Now let's say the civi is on a building/water where you can't get on. Then he's a like an UAV for the insurgents, how are you willing to arrest him ?
Building = Get a specialist
Water = Civis cannot swin for more than few seconds
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Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: Civilian Python Rule Change (Insurgency)

Post by Bazul14 »

ChizNizzle wrote:Building = Get a specialist
Water = Civis cannot swin for more than few seconds
Tadaaa, that's a great idea with the swiming. Now, idk if its hardcoded, if it is not, then, sure, lets do that.
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: Civilian Python Rule Change (Insurgency)

Post by spawncaptain »

:roll:
Seriously, read the changelog.
billdan
Posts: 319
Joined: 2007-04-13 22:58

Re: Civilian Python Rule Change (Insurgency)

Post by billdan »

Before shotty-arrests civis could get on top of lamp post/building and throw away their own ropes.
Their ropes expire and they have an empty rope slot.
When Bluefor tries to grapple up to get civi, civi takes away rope when bluefor is almost up--> bluefor goes splat.
That's why shotty-arrest should be kept.

Remember that specialists will be limited (one per squad i assume) in next release and that shotty will only arrest civis (right now it arrests EVERY Insurgent, which is OP).

On topic: long respawn times will not deter civi killers.
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Civilian Python Rule Change (Insurgency)

Post by Spartan0189 »

I personally don't use the shotgun to arrest them (When it could be used in CQB and stuff), It's quite fun to rush a civi with a bunch of team mates, trying to capture the greased pig :P
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Civilian Python Rule Change (Insurgency)

Post by Jigsaw »

This has been discussed many times before, locked.
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... "
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