Killing Unknown Caches

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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Killing Unknown Caches

Post by Pvt.LHeureux »

In the last days I've been playing alot of insurgency and people keep saying "Don't spawn on unkown" wich is ok I hear this from 0.85.

But the bad thing is that there's evil people in this world, and yes they have friends too! So many times an unknown cache just get blowed by cheaters that have a friend in Opfor team and locate cache location and undefended ones.

So I started spawning on Unknown to protect it from those guy, I watch the door and wait. More than 6 times in the last day in differents rounds a random lonely guy came in with inciendiary in his hand, knowning that the cache was there.

SO what I suggest is to delete unkown system and have a new system for this. Here's my suggestion : When a new cache spawn its not a cache, its a spawn point with ammo on it, so people can ressuply from it but BluFor can't have a cache kill. When BlueFor have enough intel, the ammo stack become a cache that can be destroyed and count as a -10 tickets if destroyed.

I already see the problems of this system wich are :
1. Unlimited ammo (undestroyable) for Insurgents, so RPGs party.
2. A really more hard way to win insurgency because it removes luck of falling on an unknown without cheating.
3. BlueFor that found an ammo stack camping at it (always better than a -10 loss for insurgents)

Solution for .1 : Maybe more low assets like humvees, logi, etc.
Solution for .2 : Add more tickets
Solution for .3 : Kill the guy when you see the spawn as overrun :-o

So what do you think about it? Want good feedback and good suggestions about it.

Maybe harcoded, but really seem possible.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Killing Unknown Caches

Post by Johncro »

But how does this stop people from giving away the cache location.
Known or unknown it happens.
Just have to deal with it.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Killing Unknown Caches

Post by Elektro »

I can tell from a personal experience that I've found a lot of unknown caches the past few days by just observing enemy movement.

When you see more than four Taleban in a village on Kokan or insurgents in the west of Fallujah you know there might be a cache there.

The unknown cache ussually doesnt draw more than 1 squad on it. This allows the few blufor scouts to sneak without too much resistance.

The problem with only having one active cache is that the whole insurgent team can stack up there and its hard enough already for blufor to win an insurgency game.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Killing Unknown Caches

Post by Gore »

if it's real obvious that they cheat, have an admin ban them. maybe track them down in real life and stomp on their teeth.
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: Killing Unknown Caches

Post by nicoX »

Atleast so there is two people within 50 m of the cache, so the cache can be able to be destroyed. Will prevent random guys running to a cache all alone.
Realistic point in this is that it's not possible for one soldier to destroy a cache by himself. So he needs an "operator" within the area.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Killing Unknown Caches

Post by Pvt.LHeureux »

Elektro - Many times there's 2 known cache and rarely the unknown is defended, people use it as a ammo stack to put mines and stuff wich my suggestion still allow to.

Johncro - Yes you can give away known location, but its already give away and usually people defend known.

And yes its pretty badass to find a cache by looking at insurgents movement and stuff but yeah, everything can't be perfect. :neutral:

Nico - The cheaters can be more than 2. And the thing is that its ok that a random guy find this without cheating but its to stop the cheat.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Killing Unknown Caches

Post by Johncro »

But thats not what I am asking.
What stops these guys from telling them about the ammo dump, and then Blufor just sitting and waiting fro enough Points to destroy cache.

This is more of an ethical question in the game, easy solution don't take justice into your own hands, do what Gore said, easiest solution.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Killing Unknown Caches

Post by Pvt.LHeureux »

John - BlueFor camping at cache is still better than a cheater destroying a cache... The spawn point will be overrun so people will attack them.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Killing Unknown Caches

Post by Johncro »

Not if they lay in wait.
Trust me this won't solve a thing.
Midnight_o9
Posts: 1572
Joined: 2008-07-26 09:39

Re: Killing Unknown Caches

Post by Midnight_o9 »

What if you put random spawnpoints where there is no cache, and other spawnpoints have cache but without the "unknown cache" marker?
This way people would have a choice, spawning on the known cache or try spawn elsewhere but without certitude to be on a cache with assets?

Edit : everybody would say "spawnpoint in E5kp8 is a cache..." and our problem is still the same...
I think players are hardcoded and whatever you do, there ll always be cheaters to ruin the game.

In your solution, it would be easy for bluefor to get to the unknown cache with heavy asset and just wait, the others with RPG would be too far to be effective against the armors and infantry would wait on the cache to destroy it asap.
Due to the armor support insurgents would be unable to get to the cache on time...
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Killing Unknown Caches

Post by Pvt.LHeureux »

Johncro wrote:Not if they lay in wait.
Trust me this won't solve a thing.
You still dont get it. They will wait but they will wait where? IF they found the cache building, they will near the ammo stack until it become a cache. But its a spawnpoint! So people will see the spawnpoint overrun, they will defend it.


Guys its the same thing that an unknown cache but can't be destroyed until its cache...
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Killing Unknown Caches

Post by Johncro »

Pvt.LHeureux wrote: Guys its the same thing that an unknown cache but can't be destroyed until its cache...
There you said it yourself, why fix what isn't broken.
Its the player's fault. Tell an admin, issue solved.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Killing Unknown Caches

Post by Pvt.LHeureux »

Tell an admin? what? How can you know the random player name? He go there with humvee destroy the cache then GTFO. He can say that he found it randomly and how does it solve the problem? The cache is destroyed and it can happen again :lol:

But when you saw 6 times in different rounds a lone humvee coming with a guy already equipped with inciendiary, here we have a problem.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: Killing Unknown Caches

Post by Johncro »

But why don't you ban the person telling him :roll:
Midnight_o9
Posts: 1572
Joined: 2008-07-26 09:39

Re: Killing Unknown Caches

Post by Midnight_o9 »

Anyway this do not happen that often, it would be a waste of time to try fixing this. I agree with john on this. Just find out who did that and ban.
If you say it happend 6 times in a round, when you kill him, tell an admin, I think they have a log where they can find who killed who. And he'll get a ban.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Killing Unknown Caches

Post by BloodBane611 »

Making unknowns undestroyable would stop BLUFOR from legitimately getting unknown caches, which is a bad thing. Making caches much harder to kill in the version is about as good as it will get in terms of stopping players from ghosting, the rest is up to admins and players to police on their own.
[R-CON]creepin - "because on the internet 0=1"
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Killing Unknown Caches

Post by Anderson29 »

lets think for a bit......... why do people spawn at cashe....for the weapons right? request/pickup. well what if we made kits request-able from hideouts or the ammo crates the ammo techi drops instead? it would encourage more building of hideouts and could remove the spawn from the unknown cashe to prevent the tards from ruining things. but alot of times its pretty hard for coalition anyways so i dont really care either way.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Killing Unknown Caches

Post by Celestial1 »

Problem isn't even ghosting. It's that the BLUFOR kind of lucks across them since the cache spawn system slowly reduces the area where caches can spawn.

Solution:
Stop freaking out about people spawning unknowns (Still feel free to freak out when they fire from it like an idiot).
Get a squad to spawn on the unknown and stay low, watching the approaches. As long as they don't fire at BLUFOR that isn't coming towards the cache, they won't expose the known and can still defend it.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Killing Unknown Caches

Post by Pvt.LHeureux »

MiDnight 6 differents rounds.

Yeah I really hate people that freak about unknown, each time an unknown goes down everybody say "who spawned on unknown?"
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Killing Unknown Caches

Post by Ford_Jam »

The Spawn Point on an unknown already disappears when a couple of enemy get close to it.

How will your suggestion fix ghosting? What if the Blufor team are not getting intel? The insurgents have an unlimited ammo supply which cannot be destroyed for a very long time? Does it also apply to Hamas, Taliban and Militia who get better weaponry and can request kits?
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