Killing Unknown Caches
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anglomanii
- Posts: 701
- Joined: 2008-12-20 10:38
Re: Killing Unknown Caches
hell i am in favor of just having one cashe active at a time. i figure that would fix a bunch of problems.
<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Killing Unknown Caches
Ford - It solve ghosting for cache because no more random guy would destroy unknown.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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amazing_retard
- Posts: 376
- Joined: 2008-10-01 03:13
Re: Killing Unknown Caches
How about when the blufor near the cache it turns blue? This would represent civilians spying on the blufor for the insurgents.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: Killing Unknown Caches
Hmmm, that is a pretty good idea. Maybe have a python script that triggers when BLUFOR approach an unknown cache that says something like "The enemy are approaching a cache location" or something.amazing_retard wrote:How about when the blufor near the cache it turns blue? This would represent civilians spying on the blufor for the insurgents.
I have no idea if it's possible, but it's an interesting thought
[R-CON]creepin - "because on the internet 0=1"
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Xavo|xXx
- Posts: 328
- Joined: 2009-10-18 00:48
Re: Killing Unknown Caches
Remove spawn from the Unknown Cache Locations. This would stop people spawning in and firing off them.
You still have plenty of time to spawn in on the cache between it becoming known to your team and becoming becomes known to the Blufor to build at least 2 dogboxes around it.
You still have plenty of time to spawn in on the cache between it becoming known to your team and becoming becomes known to the Blufor to build at least 2 dogboxes around it.
It goes Halle Berry or Hallelujah | Pick your poison tell me what you do | Every body gon' respect the shooter | But the one in front of the gun lives forever
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Killing Unknown Caches
Ok, the cache spawn at 500m away in a village, lets go defend it when its knownXavo|xXx wrote:Remove spawn from the Unknown Cache Locations. This would stop people spawning in and firing off them.
You still have plenty of time to spawn in on the cache between it becoming known to your team and becoming becomes known to the Blufor to build at least 2 dogboxes around it.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Canuck
- Posts: 22
- Joined: 2010-11-28 14:18
Re: Killing Unknown Caches
I like the system as is. I have spent many a round with my squadmates searching for unknown caches. It splits the defence force, and as mentioned, there are telltale signs when you are getting close to one. Always look for the guy launching an RPG out a window.
Great story was when we got a new squadmate who was on the insurgent side but the game swapped him over. He quickly said 'I was just teamswitched, and I know where the cache is, but I'm not going to tell you'. We even tried to get him to play hot/cold to lead us the way (with no avail).
For every story about a 'cheater' there is one about a great player who cares about the game. He never did tell us, and I wish I remembered his name to give him props here.
Great story was when we got a new squadmate who was on the insurgent side but the game swapped him over. He quickly said 'I was just teamswitched, and I know where the cache is, but I'm not going to tell you'. We even tried to get him to play hot/cold to lead us the way (with no avail).
For every story about a 'cheater' there is one about a great player who cares about the game. He never did tell us, and I wish I remembered his name to give him props here.
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Xavo|xXx
- Posts: 328
- Joined: 2009-10-18 00:48
Re: Killing Unknown Caches
Ok, the cache has just turned blue. I have 5mins to go and set up 2 dogboxes in the area. Suicide, run to desired location ~100m away from cache. Place Dogbox (SM builds). Run 300m in opposite direction to 2nd dogbox. Place Dogbox (SM Builds). Run back to cache, get RPGs, mines IED's or whatever and begin defence.Pvt.LHeureux wrote:Ok, the cache spawn at 500m away in a village, lets go defend it when its known![]()
It goes Halle Berry or Hallelujah | Pick your poison tell me what you do | Every body gon' respect the shooter | But the one in front of the gun lives forever
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Killing Unknown Caches
What? You'd get 300 seconds (that's 5 minutes) to spawn on the cache once it is revealed... are you saying it takes you longer than 5 minutes to be able to click "spawn"? It takes me about 3 seconds after I die to choose where to spawn (the new known) and well... spawn there.Pvt.LHeureux wrote:Ok, the cache spawn at 500m away in a village, lets go defend it when its known![]()
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Mellanbror
- Posts: 320
- Joined: 2009-09-05 10:56
Re: Killing Unknown Caches
It's ridiculous the amount of times I've heard people yell "cheat/ghosting" when unkonown is destroyed.
In most cases it's just found via luck or by an experienced player who knows where the caches usually spawns. I know this cause I've used this tactic succesfully. Many others I know will agree to this. One time, in one round just walking the hills in Laskhar, my mate and I Forest Gumped ourselves upon 4 unknown in one round. Boy! did people yell cheat. I'm sure that many amongst the more experienced players here on the forum can witness to similar events..
Like others wrote before me, most unknown are found due to opfors giving it away by giving bluefor the "tell tell" signs of a cache.
The threadstarter says he spawned 6 times and just waited by the door, sure no one saw you? Heard you? You did not pass a window? And no one else but you spawned at unknown all six times? Doubt it.
Also the fact that the guy walking in is holding a incindery-nade in his hands speaks for him not being in cahoots with a friend on the other side, cause surly his friend would have warned him about an nme (you) guarding the location.
People that constantly and falsly accuse others of cheating, are in my book, worse than the cheaters themselves. Sometimes the guy who gunned down your entire squad is just the better player, not using aimbot or hack.
My 2 cents
Ps. To threadstarter: I am not accusing you of falsly acusing, forum is the right place to talk about these matters. In text I am referring to ingame-activaties.
In most cases it's just found via luck or by an experienced player who knows where the caches usually spawns. I know this cause I've used this tactic succesfully. Many others I know will agree to this. One time, in one round just walking the hills in Laskhar, my mate and I Forest Gumped ourselves upon 4 unknown in one round. Boy! did people yell cheat. I'm sure that many amongst the more experienced players here on the forum can witness to similar events..
Like others wrote before me, most unknown are found due to opfors giving it away by giving bluefor the "tell tell" signs of a cache.
The threadstarter says he spawned 6 times and just waited by the door, sure no one saw you? Heard you? You did not pass a window? And no one else but you spawned at unknown all six times? Doubt it.
Also the fact that the guy walking in is holding a incindery-nade in his hands speaks for him not being in cahoots with a friend on the other side, cause surly his friend would have warned him about an nme (you) guarding the location.
People that constantly and falsly accuse others of cheating, are in my book, worse than the cheaters themselves. Sometimes the guy who gunned down your entire squad is just the better player, not using aimbot or hack.
My 2 cents
Ps. To threadstarter: I am not accusing you of falsly acusing, forum is the right place to talk about these matters. In text I am referring to ingame-activaties.
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Bufl4x
- Posts: 252
- Joined: 2009-05-05 03:37
Re: Killing Unknown Caches
This.Celestial1 wrote: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.
The spawn logic can be figured out so randomly finding caches gets easier. After 2-3 caches you know a lot of places it can't be, so just keep searching the other well known spots. Once you know the min distance between cache spawns, you can calculate the areas where the next one might be.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Killing Unknown Caches
Maybe cache locations shoudl be completely random and can even spawn in same locations twice...

Orgies beat masturbation hands down. - Staker
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Killing Unknown Caches
You need to be dead first. I doubt everybody will start committing suicide to spawn there and you don't die at rate fast enough to catch that 5 minute window most of the time.Psyrus wrote:What? You'd get 300 seconds (that's 5 minutes) to spawn on the cache once it is revealed... are you saying it takes you longer than 5 minutes to be able to click "spawn"? It takes me about 3 seconds after I die to choose where to spawn (the new known) and well... spawn there.

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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Killing Unknown Caches
[quote=""'[R-DEV"]Outlawz;1512442']You need to be dead first. I doubt everybody will start committing suicide to spawn there and you don't die at rate fast enough to catch that 5 minute window most of the time.[/quote]People who have played in my squad know I will routinely suicide alone (prior to 0.9 due to officer getting a shovel back then) or with 1-2 guys to get spawns up in that window. It only requires that the first squad leader to die spawns @ the new known rather than wasting time respawning @ some random other place. Surely you don't propose that within 2.5-5 minutes that no squad leader will likely die (on a 32 man side with 6+ squads)? Heck you can even get any squad member who dies to spawn there as collaborator (assuming insurgent team not hamas/tali) and they quickly go commander or make their own squad to deploy the spawn, run to get a pickup pkm/rpk and then dig it themselves.
To save myself rewriting it (posted here) [referencing Korengal in this particular case]:
[quote="Psyrus""]
5 minutes to get to fortify a known cache with a theoretical maximum of 1:15 max spawn time assuming you're @ maximum penalty and suicide (without teamkilling etc). This means that you have ample time to finish any current engagements and suicide to get to the next cache. With some foresight the team can easily have 4 spawns up at any given time, with the extra two to supplement a known (or known(s)). This is accomplished simply by spawning on that rando spawn and putting up a dogbox near the area you get spawned. There are, from my knowledge, 4/5 places that the rando-spawn can send you (although this was from 0.9 days, so it may have increased or decreased), with all barring one of these @ different places in the south of the map. A dogbox @ the far west rando spawn where the river is works well, as does one north east of that across the river. You then have the rando spawn @ main base which allows you to put a dogbox up near the technical spawns so you can use those later when you please without having to trek for ages. I believe there used to be an east spawn but I'm not sure if that one exists anymore.
Suiciding to get to the new known is a perfectly legitimate strategy that I have employed on numerous occasions as the taliban/militia/ins have no ticket penalty and it only takes a few of you to build so really it's generally just 3-5 points of intel you surrender to them upon suicide (if any... I know collaborators suiciding gives them +intel, but not sure if a regular ins does it). So with 300 seconds after it becoming known, lets say it takes you 45 seconds to end engagements and suicide to get to the cache. That's 125 seconds gone. You're left with 175 seconds to fortify before it becomes a red square to the blufor.
It takes just under 120 seconds to dig a spawn up alone (I know because I have a script that holds my mouse down for that period of time to build stuff alone so I don't have to sit here staring @ a shovel). With 2...n people it takes 120/n seconds to shovel (to a minimum of 24s assuming it's just your squad and the SL or medic don't help, can go to 20s if everyone shovels). Assuming that traversing 100m takes around 40 seconds in korengal terrain, and you take 3 sq members with you, you have 175 seconds - 40 sec trav - 40 sec build - 80 sec trav - [24-40sec build depending on if any other people now help u] leaving you with 2 dogboxes 9-25 seconds after the cache becomes known. If you suicided [almost] right after the new cache became known, you'd have an extra 45 seconds so either make a third DB or have time to get into ambush positions.
If we're talking about a situation where there are <4 squads, then I'll say ok, I can accept that it's hard to spread out your forces quickly enough or get a decent allocation at each cache, but if you have >=4 squads, the one furthest from the current known cache should automatically be suiciding (after assumed current short engagement) and setting up spawns and defense in the 300 seconds they get from the game. This should be coordinated by telling the other squads:
- Squad 4 is going to defend new known
- rgr squad 2 holding here on east of this one
- yeah squad 5 staying as well
- [squad 4] sq 1 can you help us at the new one then?
- [squad 1] alright (start moving there by foot/vehicle/spawn)
- (Squad 3 is the obligatory free4all squad doing jack all aka 'not responding')
[/quote]
To save myself rewriting it (posted here) [referencing Korengal in this particular case]:
[quote="Psyrus""]
5 minutes to get to fortify a known cache with a theoretical maximum of 1:15 max spawn time assuming you're @ maximum penalty and suicide (without teamkilling etc). This means that you have ample time to finish any current engagements and suicide to get to the next cache. With some foresight the team can easily have 4 spawns up at any given time, with the extra two to supplement a known (or known(s)). This is accomplished simply by spawning on that rando spawn and putting up a dogbox near the area you get spawned. There are, from my knowledge, 4/5 places that the rando-spawn can send you (although this was from 0.9 days, so it may have increased or decreased), with all barring one of these @ different places in the south of the map. A dogbox @ the far west rando spawn where the river is works well, as does one north east of that across the river. You then have the rando spawn @ main base which allows you to put a dogbox up near the technical spawns so you can use those later when you please without having to trek for ages. I believe there used to be an east spawn but I'm not sure if that one exists anymore.
Suiciding to get to the new known is a perfectly legitimate strategy that I have employed on numerous occasions as the taliban/militia/ins have no ticket penalty and it only takes a few of you to build so really it's generally just 3-5 points of intel you surrender to them upon suicide (if any... I know collaborators suiciding gives them +intel, but not sure if a regular ins does it). So with 300 seconds after it becoming known, lets say it takes you 45 seconds to end engagements and suicide to get to the cache. That's 125 seconds gone. You're left with 175 seconds to fortify before it becomes a red square to the blufor.
It takes just under 120 seconds to dig a spawn up alone (I know because I have a script that holds my mouse down for that period of time to build stuff alone so I don't have to sit here staring @ a shovel). With 2...n people it takes 120/n seconds to shovel (to a minimum of 24s assuming it's just your squad and the SL or medic don't help, can go to 20s if everyone shovels). Assuming that traversing 100m takes around 40 seconds in korengal terrain, and you take 3 sq members with you, you have 175 seconds - 40 sec trav - 40 sec build - 80 sec trav - [24-40sec build depending on if any other people now help u] leaving you with 2 dogboxes 9-25 seconds after the cache becomes known. If you suicided [almost] right after the new cache became known, you'd have an extra 45 seconds so either make a third DB or have time to get into ambush positions.
If we're talking about a situation where there are <4 squads, then I'll say ok, I can accept that it's hard to spread out your forces quickly enough or get a decent allocation at each cache, but if you have >=4 squads, the one furthest from the current known cache should automatically be suiciding (after assumed current short engagement) and setting up spawns and defense in the 300 seconds they get from the game. This should be coordinated by telling the other squads:
- Squad 4 is going to defend new known
- rgr squad 2 holding here on east of this one
- yeah squad 5 staying as well
- [squad 4] sq 1 can you help us at the new one then?
- [squad 1] alright (start moving there by foot/vehicle/spawn)
- (Squad 3 is the obligatory free4all squad doing jack all aka 'not responding')
[/quote]
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Killing Unknown Caches
I was replying to this : "Remove spawn from the Unknown Cache Locations. This would stop people spawning in and firing off them."Psyrus wrote:What? You'd get 300 seconds (that's 5 minutes) to spawn on the cache once it is revealed... are you saying it takes you longer than 5 minutes to be able to click "spawn"? It takes me about 3 seconds after I die to choose where to spawn (the new known) and well... spawn there.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: Killing Unknown Caches
The old cache logic was exactly that. The problem is it occasionally spawned caches right on the BLUFOR, on the very cache they had just destroyed.ChizNizzle wrote:Maybe cache locations shoudl be completely random and can even spawn in same locations twice...
[R-CON]creepin - "because on the internet 0=1"
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Killing Unknown Caches
You're taking the internet too seriously. He wasn't actually implying he would go travel to someones house and beat them for cheating. He's using this thing called sarcasm.Commando_Jenkins wrote:Your an idiot for saying that. To go do something like that over a video game...wow.
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DDS
- Posts: 820
- Joined: 2008-03-27 22:52
Re: Killing Unknown Caches
Interesting thought.[R-MOD]BloodBane611 wrote:Hmmm, that is a pretty good idea. Maybe have a python script that triggers when BLUFOR approach an unknown cache that says something like "The enemy are approaching a cache location" or something.
I have no idea if it's possible, but it's an interesting thought
What about like the "Hot & Cold" game. Cache marker turns more blue when they are close to the cache or pale blue when not near the cache.
