I think everything is fine as is.
If you hate people who picks up your kit, first spawn a "unarmed" kit at your foot, then pull out a nade and right click then press g before the grenade is thrown (after pin is pulled).
Then switch back to your kit and never pull out grenade again.
There... booby-trapped kit that will make nade-throwing enemies kill themselves and get extra spawn time.
5 min kit feature.
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Boris.T.Spider
- Posts: 224
- Joined: 2008-05-27 16:18
Re: 5 min kit feature.
But what if my entire insurgent squad are using USMC weapons? Belive me that happens more often than not. Then stealing a USMC ammo bag would have the correct ammo. Same for Russia VS Milita. It would be nice if they could make an ammo bag just contain 556 or 762 but unfortunatley its hardcoded.Anderson29 wrote:ok, so your an insurgent and you have an insurgent weapon. why should throwing down an American or British soldiers ammo bag supply you? he is most likely carrying 556 while your carrying 762 or extra at4 while you have rpgs. ...
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Foxxy
- Posts: 349
- Joined: 2010-04-27 00:47
Re: 5 min kit feature.
Are you serious? Im going to have to test that out sometimeIf you hate people who picks up your kit, first spawn a "unarmed" kit at your foot, then pull out a nade and right click then press g before the grenade is thrown (after pin is pulled).
Then switch back to your kit and never pull out grenade again.
There... booby-trapped kit that will make nade-throwing enemies kill themselves and get extra spawn time.
[TMP] FoxxyFrost
|TG-Irr| FoxxyFrost
|UO|FoxxyFrost
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: 5 min kit feature.
OMG nice, didnt know that, i am going to use that on INS as blufor.ComradeHX wrote:I think everything is fine as is.
If you hate people who picks up your kit, first spawn a "unarmed" kit at your foot, then pull out a nade and right click then press g before the grenade is thrown (after pin is pulled).
Then switch back to your kit and never pull out grenade again.
There... booby-trapped kit that will make nade-throwing enemies kill themselves and get extra spawn time.

Orgies beat masturbation hands down. - Staker
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Death_dx
- Posts: 379
- Joined: 2007-11-09 21:37
Re: 5 min kit feature.
I find this quite hilarious when I kill a grenade readied enemy and have to book it after kit swapping.ComradeHX wrote:I think everything is fine as is.
If you hate people who picks up your kit, first spawn a "unarmed" kit at your foot, then pull out a nade and right click then press g before the grenade is thrown (after pin is pulled).
Then switch back to your kit and never pull out grenade again.
There... booby-trapped kit that will make nade-throwing enemies kill themselves and get extra spawn time.
Ontopic: The side locked kits are a good idea now I think, given the geometry bugs and lengthy time they will lay on the ground.
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: 5 min kit feature.
i dont think you understand borris. im trying to make the point that if picking up enemy kits inta-kills you just like if you try to pick up the kit of a person you tk'ed, would fix a lot of issues (see the pro/con list at the end of the second page) that take the immersion (for some) away from the game at times. im not saying picking up BLUFOR kits doesnt happen in real life, im just saying it doesnt happen on the same scale that happens in PR. and wasnt there a thread about how insurgent fight to convential at times? this would help that. becasue this "But what if my entire insurgent squad are using USMC weapons" just doesnt happen very often IRL unless its some special Op planned out for months by insurgents.
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Boris.T.Spider
- Posts: 224
- Joined: 2008-05-27 16:18
Re: 5 min kit feature.
I get where your coming from Anderson, but I have reservations about the reasoning for it. The issues you are trying to address are bad game play issues and cheaters, but there could be unintended consequences in forcing this rule set onto otherwise savvy players. From an AAS perspective, currently, taking a HAT or a sniper kit into enemy held territory without a means of escape or re-enforcement is not something either you or I would do. The risk of it falling into enemy hands is too great, and while our single ticket life is off little consequence in the grand plan, the loss of an important kit is. Once you remove that risk you remove the reason we don't behave in this manner, if I can go out and score a tank kill with a solo HAT ambush and the team merely looses the HAT kit for 20 minutes, it is a win, 22 tickets for 1. At the minute, loosing a HAT kit to another conventional faction could result in 100's of tickets of extra loss as they deploy possibly a 3rd HAT team. Yes, this is not something that is considered by 100% of the player base, yes, this sort of idiot behaviour happens, but once people come to understand the game play dynamics of PR it eventually should stop. Risk factors are what keep the use of specialist kits to the somewhat sensible level they are currently at.
From the Insurgency perspective, again, what we are seeing is bad team play and bad kit choice, where squads intentionally enter CQC in the city armed to the teeth with long range camping weapons, scoped SAW's and the like, delivering them right into the hands of the waiting enemy. The enemy who's primary means of winning the round is …. camping. Again, a savvy squad leader will have his breaching squad equipped with mostly iron sighted, 'expendable' weaponry, and maybe a scoped rifle or two, a US M4 with aimpoint is no better than a insurgent AK47 or G3. The only thing you really do is lower their reliance on civilian collaborators, which is beneficial in its own way.
But this aside, the way I understand this mode is meant to be played by BLUFOR is to forge in using mutual support, firebases and vehicles, clear the area and kill the cache. At which point the insurgents will disperse towards their new locations without the coveted US kits. The plan as I see it is not for roving six man bands of l33t spec-ops with marksman rifles, UGL's and scoped SAW's to meander round the city speculatively until they get surrounded and mauled. I mean, eventually people have to realise this don't they? Remove the consequence of loosing these kits and this sort of behaviour would only intensify as people who don't currently do it realise the benefit. It would increase the killing power of BLUFOR significantly and reduce the reliance on team effort, whilst creating a whole new set of balancing issues. The balancing issues could be redressed but the loss of team play requirement could not.
As for the cheats and the fools who take HAT's and Engy kits to the insurgents, police them, I occasionally check the 'TAB' score-sheet and scroll down, if I see any of those kits acting either stupidly or suspiciously I ask the offenders squad leader what the hell is going on, if I get no joy from that, I go to an admin. I really take exception to it, a lot of people do, but if more people did this while they have idle moments this behaviour could be stamped out without the need for changes to the game system, which even you agree would result in less fun. Oh and that I am one of the worst offenders for running around with enemy kits, to the point of even stealing insurgent weapons, does not, in any way negate any of my points
From the Insurgency perspective, again, what we are seeing is bad team play and bad kit choice, where squads intentionally enter CQC in the city armed to the teeth with long range camping weapons, scoped SAW's and the like, delivering them right into the hands of the waiting enemy. The enemy who's primary means of winning the round is …. camping. Again, a savvy squad leader will have his breaching squad equipped with mostly iron sighted, 'expendable' weaponry, and maybe a scoped rifle or two, a US M4 with aimpoint is no better than a insurgent AK47 or G3. The only thing you really do is lower their reliance on civilian collaborators, which is beneficial in its own way.
But this aside, the way I understand this mode is meant to be played by BLUFOR is to forge in using mutual support, firebases and vehicles, clear the area and kill the cache. At which point the insurgents will disperse towards their new locations without the coveted US kits. The plan as I see it is not for roving six man bands of l33t spec-ops with marksman rifles, UGL's and scoped SAW's to meander round the city speculatively until they get surrounded and mauled. I mean, eventually people have to realise this don't they? Remove the consequence of loosing these kits and this sort of behaviour would only intensify as people who don't currently do it realise the benefit. It would increase the killing power of BLUFOR significantly and reduce the reliance on team effort, whilst creating a whole new set of balancing issues. The balancing issues could be redressed but the loss of team play requirement could not.
As for the cheats and the fools who take HAT's and Engy kits to the insurgents, police them, I occasionally check the 'TAB' score-sheet and scroll down, if I see any of those kits acting either stupidly or suspiciously I ask the offenders squad leader what the hell is going on, if I get no joy from that, I go to an admin. I really take exception to it, a lot of people do, but if more people did this while they have idle moments this behaviour could be stamped out without the need for changes to the game system, which even you agree would result in less fun. Oh and that I am one of the worst offenders for running around with enemy kits, to the point of even stealing insurgent weapons, does not, in any way negate any of my points
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Bazul14
- Posts: 671
- Joined: 2009-06-01 22:23
Re: 5 min kit feature.
Ok, there might be 100 kits over 1km square or more. That is still not too much. The 5min kit is a great and awesome implementation from the Devs. If it could be changed to 10min, it would be even better.
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Ratha
- Posts: 17
- Joined: 2010-07-19 08:24
Re: 5 min kit feature.
The ideas in your post should be slightly modified and added to the manual under a tactics section. A lot of people dont realize that when you enter the city or other hot zones, you need to have your squad properly loaded for the task at hand. Its kindof funny, and perhaps even a newbie type mentality that 'you can engage any force successfully' like in other FPS games.Boris.T.Spider wrote:Wall of text and important stuff
PR by its very nature tends to train that kind of thinking out of people, but its funny that you still see it happen all the time--a force trying to engage with all the wrong weapons. Return to base and re-equip before you go lose all your 'expensive' mismatched gear. If you are going to be clearing buildings, a bunch of regular 'lower value' iron sight kits are superior in an engagement, and when lost to the enemy dont make them significantly stronger like a bunch of high value scoped 'camping weapons' as you say.
This should be a self policing sort of issue, if you are dumb enough to hand your high value weapons over to the insurgents because your team is being stupid with its assets, then you deserve to have a harder fight on your hands. If kit swapping was removed i suspect it would hurt the very dynamic nature of the gameplay and as you suggested increase the number of people willing to risk those assets in an unrealistic way. Sure you will have people who dont grasp that concept, but they will (or should) learn pretty quickly if they continue to play.
One of the insurgents goals tends to be to procure more powerful weaponry, i think thats a pretty realistic expectation of an inferiorly equipped army. It also lets them employ specialist tactics in some situations and makes them a much more deadly threat. If that was removed it would likely create a pretty large imbalance in power, and potentially fun values. As it stands, right now, i think insurgency is probably one of the more interesting (and unique) gameplay modes of any mod or game out there. Its almost like playing two different games depending on which side you are on.. and i think thats an attractive feature for PR.
Last edited by Ratha on 2010-09-11 15:39, edited 1 time in total.
