-10 intel points & AAS civilian

General discussion of the Project Reality: BF2 modification.
[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

-10 intel points & AAS civilian

Post by [md]MadMak[rus] »

Hello my dear comrades.
I have two questions for you.

1. Does -10 intel points system work after last release?
This is strange, but it seems to me, that it is broken. You still get -100 punish for killing a civi, but the cache will open anyway. I mean, your team don't get -10 intel points.
Could someone confirm this? Maybe DEVs should check if there is some sort of mistake in the code.

2. Hamas civilian in AAS mode.
I just want to know about it from DEVs field of view. Is it a bug or what? Some guys think it is a bug and everyone, who use it, must be banned from the server.

Sorry for my eng.
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: -10 intel points & AAS civilian

Post by KiloJules »

Imo two very good questions!

Lot of times I get the feeling of "I can't die often enough as a martyrer" to balance out my teams deaths. Then I have a look on the scoreboard, see sth. about 80 deaths and we already had multiple (2-3) blue caches although I already got killed 2-3 as a martyrer.
So yeah, is the system still working properly?

Follow up question:

With newer versions blue looses 1 ticket for going down and 1 for giving up/dieing.
How is that reflected on the insurgent side? Does blue get intel for wounding or only for killing people? Tbh I always hoped they would get an intel point from downing an insurgent as I hoped it would brake insurgents attempts to mindlessly get killed sooo much by staring at tanks etc.


---------------------------

Regarding Hamas-Civilians:

I know there is an "official statement"...somewhere. I haven't come across it yet. As I see it there are two groups. One loves the idea to wreck IDFs chances of getting the next cache and others (like me) think it is a stupid exploit and sth. that isn't intended to be there. As people might know I almost always play as a civi on ins...because the kit exists! Blue knows they have to look out and there are some guys without guns they are not allowed to shoot. Also I can help my team by healing or roping them up some roof. To counter this EVERY kit has appropriate tools...the handcuffs. On the IDF you can't arrest them if you don't have the specialist, AR or driver (missing one?). You do have a buttstock to hit the guy in the head but that still counts as a kill... :(
OC you might say that meanwhile people know about it and could expect it and what not...I wouldn't agree. I had multiple rounds on GAZA ruined because even when YOU realize that it is bad for your team to kill those 31 others need to get it too. By that time your team already has -50 to -100 intel points...

Most interesting about that is that on Insurgents, when there is a real kit for a civi role noone takes it (except for extreme civi group derping). Countless times I have been the only civi near a known when there was half the team around and everyone wanted to get revives and heals?!?! I don't get people...
[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

Re: -10 intel points & AAS civilian

Post by [md]MadMak[rus] »

KiloJules wrote:Imo two very good questions!

"I can't die often enough as a martyrer" to balance out my teams deaths.
yep, even the whole squad of civis can't stop caches to become known. It doesn't even take more time to make them known. Something's wrong with the current system.

Hamas... well, I think, people should watch their fire. Hamas civi just like insurgent fake civi doesn't have weapons. That means you are not allowed to shoot him, cause he is innocent.
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

Re: -10 intel points & AAS civilian

Post by LieutenantNessie »

KiloJules wrote:Imo two very good questions!

Lot of times I get the feeling of "I can't die often enough as a martyrer" to balance out my teams deaths. Then I have a look on the scoreboard, see sth. about 80 deaths and we already had multiple (2-3) blue caches although I already got killed 2-3 as a martyrer.
So yeah, is the system still working properly?

Follow up question:

With newer versions blue looses 1 ticket for going down and 1 for giving up/dieing.
How is that reflected on the insurgent side? Does blue get intel for wounding or only for killing people? Tbh I always hoped they would get an intel point from downing an insurgent as I hoped it would brake insurgents attempts to mindlessly get killed sooo much by staring at tanks etc.


---------------------------

Regarding Hamas-Civilians:

I know there is an "official statement"...somewhere. I haven't come across it yet. As I see it there are two groups. One loves the idea to wreck IDFs chances of getting the next cache and others (like me) think it is a stupid exploit and sth. that isn't intended to be there. As people might know I almost always play as a civi on ins...because the kit exists! Blue knows they have to look out and there are some guys without guns they are not allowed to shoot. Also I can help my team by healing or roping them up some roof. To counter this EVERY kit has appropriate tools...the handcuffs. On the IDF you can't arrest them if you don't have the specialist, AR or driver (missing one?). You do have a buttstock to hit the guy in the head but that still counts as a kill... :(
OC you might say that meanwhile people know about it and could expect it and what not...I wouldn't agree. I had multiple rounds on GAZA ruined because even when YOU realize that it is bad for your team to kill those 31 others need to get it too. By that time your team already has -50 to -100 intel points...

Most interesting about that is that on Insurgents, when there is a real kit for a civi role noone takes it (except for extreme civi group derping). Countless times I have been the only civi near a known when there was half the team around and everyone wanted to get revives and heals?!?! I don't get people...

Theres no civilian kit on hamas, BUT if you drop your weapon kit and wait sometime you get the right not to be shot
realitymod.com drives me to drink.
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: -10 intel points & AAS civilian

Post by KiloJules »

Eh...what do you think I was moaning about?!

BECAUSE there is no real civi kit for hamas (and therefore not every blue soldier has sth. to ARREST him) I find it not cool to use that tactic.
[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

Re: -10 intel points & AAS civilian

Post by [md]MadMak[rus] »

KiloJules wrote: BECAUSE there is no real civi kit for hamas (and therefore not every blue soldier has sth. to ARREST him) I find it not cool to use that tactic.
Why not? Civi is not about getting killed or arrested, or healing someone. It is all about innocent people, who can get killed. Soldiers just need to hold their fire, but there are a lot of guys, who just shoot everything they see, screaming "get some".
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: -10 intel points & AAS civilian

Post by Mikemonster »

The kit doesn't represent a civilian though, it represents a collaborator. Hence you'd want to arrest him, he's not innocent per se (that's why there are conditions allowing him to be shot).

Well spotted on the issues btw.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: -10 intel points & AAS civilian

Post by Dev1200 »

Regular insurgents can also become civi by dropping their kit. If you are too stupid and triggerhappy to shoot civilians, then dont complain about it on the forums. If they dont have a gun, arrest. Its not that hard. And its not a bug, hamas insurgents use this tactic, same with insurgents.

Read a trusted news source ;)
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[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

Re: -10 intel points & AAS civilian

Post by [md]MadMak[rus] »

Dev1200 wrote:dont complain about it on the forums
I'm not complaining lol. I'm using civis. The guys, who get -100 are complaining in game.
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: -10 intel points & AAS civilian

Post by Stoickk »

The fact of the matter is that the current collaborator system, like many aspects of insurgency mode, borderlines on broken. One way to address this would be to change the Insurgent faction into a kit request faction. Now before you go off half-cocked and tell me that this is about Hamas/Taliban/Militia dropping kits to become Collaborators and not the Insurgents, read the whole post.

Step One: Change the Insurgent faction to a kit request faction. This will address several issues with Insurgency game play. Keep the unique flavor of the Insurgent faction by keeping several of their unique kits, such as the Arty IED sapper in the Combat Engineer slot, Sapper in the Rifleman AP slot, etc. Some of the problems addressed by this are as follows. Insurgent factions on skirmish maps will no longer be completely hamstrung by limitation to spawn kits. Changing to a kit request faction will remove one incentive for spawning on unknown caches, as there will be no need to have the four pickup kits on each cache. Insurgent players will actually have an option to pick up a medic, squad leader, or basic rifleman kit that doesn't involve suicide or team killing.

Step Two: Change the alternate (right click) Combat Medic kit for ALL insurgent factions, i.e. Hamas, Taliban, Militia, and Insurgent to the Collaborator kit. This brings the option into all insurgency maps for players to either play as an actual fighting combat medic and member of a squad, with all the risks that entails, or to play the role of collaborator/martyr instead of just dropping a kit and running around the battlefield with literally nothing to offer the team other than attempting to die and costing BluFor ten intel points.

Step Three: On all Insurgency maps, BluFor faction kits should ALL have an option to arrest via melee, such as the US restrainers. The weapon already exists in PR, therefore this should not be difficult to implement. Since this mechanic is central to the concept of Insurgency game play, there is no reason it should not be included.

Step Four: The intel point penalty AND GAIN for collaborators needs to be increased significantly. As it stands in the current system, killing collaborators rather than arresting them is not even an interesting sideline activity for BluFor. If it happens, it happens, but, whatever is the general attitude. BluFor more than makes up for the intel point loss even with coordinated collaborator squads making every attempt to die as martyrs at every opportunity. It stands to reason that more value needs to be placed on human life. I propose that the intel point gain and penalty be increased to 25 for every killed or arrested collaborator.

These changes will help this particular aspect of insurgency game play considerably.

TL;DR - Quit being lazy and go read it. How can you expect to comment intelligently on something you haven't read properly?
<<<WARNING: VETERAN UNDER MEDICATION FOR YOUR SAFETY>>>


Just some guy.

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Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: -10 intel points & AAS civilian

Post by Von_Gnome »

But how about Collabs running into mortar fire. It wouldnt happen in real life
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Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: -10 intel points & AAS civilian

Post by Stoickk »

Neither would BluFor firing mortar strikes blindly without forward observers.

Insurgency is about LIMITED ENGAGEMENT. Precision firepower, and proper target selection is required, not just pouring indiscriminate fire into an objective to level everything in the area. All too often, BluFor teams forget this, and just sit back and pound everything. That is when you see things like collabs running into mortar fire.
<<<WARNING: VETERAN UNDER MEDICATION FOR YOUR SAFETY>>>


Just some guy.

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[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

Re: -10 intel points & AAS civilian

Post by [md]MadMak[rus] »

Von_Gnome wrote:But how about Collabs running into mortar fire. It wouldnt happen in real life
irl you're not allowed to mortar areas, where could live civilians.
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: -10 intel points & AAS civilian

Post by ComradeHX »

'[md wrote:MadMak[rus]but there are a lot of guys, who just shoot everything they see, screaming "get some".
This.

Civies, at the very least, enforces proper trigger control AND make BluFor think twice before shooting anyone(which works in Insurgents' favor, as intended; because real life has a lot more civilians than enemies).

If BluFor do something as stupid as mortaring an area without checking for civies or shoot EVERYONE on sight; they SHOULD be punished heavily for it.
Varella
Posts: 9
Joined: 2010-08-21 23:46

Re: -10 intel points & AAS civilian

Post by Varella »

Hello guys!

So. someone can tell me exaclty how many points or tell me where can i find about exactly all point of inteligence...

1 - when kill civil (how many point of intelligence)
2 - how many insurgent we need kill to apear the cache (how many point of intelligence)
3 - how many points for insurgent (how many point of intelligence)

if someone can help me, tanks so much.

i have a question about tickets too.

how many tickets for any kind of itens and players on match... (how many tickts loose for any situation)

please, if have that information in some site, or someone can give me...i will eternally grateful.

Tanks a lot!

VIP=|KMZ|=VARELLA
Last edited by Varella on 2012-01-03 18:00, edited 1 time in total.
pupo162
Posts: 35
Joined: 2011-02-23 21:59

Re: -10 intel points & AAS civilian

Post by pupo162 »

im not sure if this is offtopic, but the other day we were at operation marlin 6 man squad, and not a single one of us had hand cuffs. this should be fixed for the insurgency scenario.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: -10 intel points & AAS civilian

Post by Dev1200 »

'[md wrote:MadMak[rus];1703925']I'm not complaining lol. I'm using civis. The guys, who get -100 are complaining in game.
-100 "points" means nothing.

If you see blufor killing a bunch of civis, you know that cache won't be found for a longer period of time. If someone read the manual, you would see:


Insurgent killed: +1 IP
Civilian collaborator or insurgent arrested: +10 IP
Civilian collaborator killed (violating rules of engagement): -10 IP
The approximate location of the first cache is shown about 5 minutes into the
round. Additional locations will be revealed 5 minutes after enough IP were
gained by the coalition. The second location is revealed when reaching 50 IP.
The total amount of IP needed to see 7 locations is 300. Once all 2 caches in
the world are located no further IP will be earned until one of them is
destroyed. If there are less than 32 players on the server the IP needed to
reveal a cache are halved


TBH, it's not that hard to get 300 IP, or 150 for less than 32, in a match. This doesn't include caches that get ninja'd by people who run around in humvee's looking for tards with rpgs trying to get 1337 kills.
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[md]MadMak[rus]
Posts: 358
Joined: 2009-05-15 11:24

Re: -10 intel points & AAS civilian

Post by [md]MadMak[rus] »

Dev1200 wrote: Civilian collaborator killed (violating rules of engagement): -10 IP
There are servers, where Bluefor team can violate ROE without punishment (-10 IP).
Some guy: "u a f** lier this guy dont use cheats i see him everyday... u draw tha lines u f*** loser"

www.clan41.ru
Varella
Posts: 9
Joined: 2010-08-21 23:46

Re: -10 intel points & AAS civilian

Post by Varella »

Thank you very much Dev1200

the information was extremely useful

I also noticed that when someone dies near the cache it appears faster, this is true?

if yes, how it works

And about insurgent that respaw with a gun, when him drop the kit, how long it takes for him to turn a normal civil?

really tanks for informations

VIP=|KMZ|=Varella
Last edited by Varella on 2012-01-03 18:00, edited 2 times in total.
Reason: correct errors and complete the post
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: -10 intel points & AAS civilian

Post by Tarranauha200 »

Its more realistic if only specialist is allowed to arrest civis. IRL you wont chace some random guy with handcuffs cos he might be armed/rigged with da IED.
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