CIVIES and Martyrs

General discussion of the Project Reality: BF2 modification.
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RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

Ok, I totally understand the new changes when it comes to the ROE but I have a few issues. Since the changes, very very few people play CIVI anymore. Could we do the following?

Change the timer back to 1 minute due to the 10 meter rule? This, IMO, still keeps the folks that get shot, drop kit, and martyr within the 1 minute because they are usually very near others fighting and would not have time to get away from them before dying. For the few that do make it, I would call this an acceptable risk. Also the 2 minutes makes playing CIVI almost non-existent due to the fact that only disciplined people will play it as well as the gameplay moves too fast for this excessive timer.


Could we also incorporate ROE into all of the Insurgency factions? - Taliban, Syrian, ARF, and Militia?

Lastly, it is my opinion that the Insurgency factions seem to get beat up on more as in the dev's change things faster on these factions when it comes to gameplay because of the simple fact that blufor COD guys like to just shoot anything that moves. When you play Insurgency, you have to think outside of the box to play because of your limited options in regards to kits and vehicles.

Please please please reconsider this in the next patch.

-SwampFox
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: CIVIES and Martyrs

Post by Rabbit »

The timer is to help prevent part of the exploit, so it probably will not be removed, however there is a pretty big change coming to insurgency in the next patch which should help out the INS quite a bit. However, there is only so much we can do with it, as its also up to the players, they should want to win rather than just farm kills to get a good KDR and feel good about themselves.
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RAWSwampFox
Posts: 531
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Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

I understand the increase in the timer but I dare say that changing the distance to 25 meters (the size of the smallest keypad in the current map gallery) would decrease the exploitation of wounded, dropping kit, martyr. With this increased distance in place, the timer could be safely lowered to 1 minute. To put it simply, the 2 minute timer is way too high with the speed at which the game is played. If you are going to increase the timer for this one little ROE tactic, I strongly feel that things that greatly benefit the faction being played should also be increased at the very least by 2 minutes. When I say the game speed is too fast, I mean that I can run a squad full of CIVIES and only martyr twice before two caches go down. Also, when will something be put in place to monitor the intel points? Could you add it to the auto-blurb that talks about the caches being known, how many are left, etc.?

Regarding it being up to the players, how many things are included in the PR modification that do not require any thinking that benefit the team? I dare say that the vast majority if not 2/3 of the kits or assets are idiot proof and benefit the faction they support. When I say idiot proof, I mean the guys that do not use tactics, which is the vast majority of players online (IMO), can just jump in any asset and blast away for the win.

I hope the big change referred to is adding ROE to all insurgency factions. Taliban, Syrian, Militia, Hamas, ARF, and INS.

-SwampFox
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: CIVIES and Martyrs

Post by Beee8190 »

I agree with FOX on all points.

2 minutes is way too high for the reasons he mentioned plus how are we even supposed to know its been past 2 minutes, are we supposed to set an alarm every time?
they should want to win rather than just farm kills to get a good KDR and feel good about
But they are playing the game as its was designed. Eliminating every thread to them ( farming kills ) is a valid and tactic eventually turns it into victory
Rabbit
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Re: CIVIES and Martyrs

Post by Rabbit »

Beee8190 wrote: But they are playing the game as its was designed. Eliminating every thread to them ( farming kills ) is a valid and tactic eventually turns it into victory
PR never meant for INS to turn into scopes and vehicles sitting back and just getting kill after kill after kill from a fairly safe distance. Point in, soon sitting back and just picking people off, farming kills will will not be productive at all for blufor.
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Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Re: CIVIES and Martyrs

Post by Chefmoto1 »

[R-DEV]Rabbit wrote:PR never meant for INS to turn into scopes and vehicles sitting back and just getting kill after kill after kill from a fairly safe distance. Point in, soon sitting back and just picking people off, farming kills will will not be productive at all for blufor.
Can you elaborate on this or this our only hint as to what's coming?
Rabbit
Posts: 7818
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Re: CIVIES and Martyrs

Post by Rabbit »

Nope, I'm not going to, its [R-CON]Mats work, so I wont say anything.
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tankninja1
Posts: 962
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Re: CIVIES and Martyrs

Post by tankninja1 »

'[R-DEV wrote:Rabbit;2018526']Nope, I'm not going to, its [R-CON]Mats work, so I wont say anything.
You don't need to say anything we have our ways...

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Jacksonez__
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Joined: 2013-07-28 13:19

Re: CIVIES and Martyrs

Post by Jacksonez__ »

I tried to be tactical civi, but some not-English speaking players kept going past me and followed me. Being civi is hard but not impossible. We even had semi-successful 6 men civi squad in Karbala a few days back.

When it comes to 2 min timer, I browse web in the meantime and have a timer on my phone. It is worth waiting when some triggerhappy AR or MG guys kills a civi :)
Last edited by Jacksonez__ on 2014-06-30 09:01, edited 1 time in total.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Morning,

I'm glad to see some discussion on this. I'm serious about the changes to the CIVI tactics. I really do think increasing the distance and decreasing the timer would be a good compromise as well as making the risk of exploitation low enough to be an acceptable risk.

-SwampFox
Careless
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Joined: 2013-07-02 19:01

Re: CIVIES and Martyrs

Post by Careless »

I fully agree with Swampfox on the fact that the changes kinda "ruined" the gameplay as a civi.. and for some reason I really dislike the new medic-kit with the Scorpion. Now it looks like some fantasy thing.

I'm not sure though what changes have to be made to make the civilian more attractive.
Brooklyn-Tech
Posts: 127
Joined: 2012-08-22 23:00

Re: CIVIES and Martyrs

Post by Brooklyn-Tech »

[R-DEV]Rabbit wrote:The timer is to help prevent part of the exploit, so it probably will not be removed, however there is a pretty big change coming to insurgency in the next patch which should help out the INS quite a bit. However, there is only so much we can do with it, as its also up to the players, they should want to win rather than just farm kills to get a good KDR and feel good about themselves.
i dont want to be negative, but can you just turn insurgency to what it was in 0.97??
_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: CIVIES and Martyrs

Post by _Fizzco_ »

Civies don't mean shit, Blufor are just gonna kill them like they always do, because your never going to kill that APC so he'll never have to wait 500 seconds to re spawn. Balance the game mode in general first and then we might not have to cry ourselves to sleep after a round as insurgents.
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Simple-jack1969
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Re: CIVIES and Martyrs

Post by Simple-jack1969 »

_Fizzco_ wrote:Civies don't mean shit, Blufor are just gonna kill them like they always do, because your never going to kill that APC so he'll never have to wait 500 seconds to re spawn. Balance the game mode in general first and then we might not have to cry ourselves to sleep after a round as insurgents.
yeah but everytime he kill you his team lose intel
my first target as civilian is APC's cause I know there going to kill me
Last insurgency play I was, the blufor team had'nt known the second cache after an hour of gameplay, because they were killing civi's
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X-Alt
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Joined: 2013-07-02 22:35

Re: CIVIES and Martyrs

Post by X-Alt »

Bring it back to 1.1.6.0 style, this update did absolutely nothing to balance Iraq INS except allow BLUFOR to gun down everybody (exactly why so many people hate Taliban INS maps).
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Morning,

The way it is now, CIVIES are not part of the REALITY of PR they are just sideline observers. The latest patch decreased their effectiveness so much that blufor is not afraid of them. At the height of the CIVI craze, people actually stopped and looked before firing, they are now just steamrolling because not enough people play CIVI to really effect the outcome.

-SwampFox
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: CIVIES and Martyrs

Post by Vicious302 »

I like the way the civis are but I think there should be more tip boxs pertaining to civis, more encouragement to read the manual, and more squad leaders should assign people to go civi. the reason the 2 minutes is there was because people were getting injured, dropping kit, bleed out for over 1 minute and then get a martyr when in fact they had a gun at the time they were shot so this will not change and should not change. ALSO server admins shouldn't let squads play that are going 0 and 30, laughing the whole time, sometimes "admins" that just don't want to play INS so they troll the whole round... MUCH bigger problem then the actual game at this point.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: CIVIES and Martyrs

Post by Mats391 »

I can give a bit of insight at what Rabbit was hinting at. Some changes that we discussed include
  • Reduce civi ROE time
  • Reduce human shield distance
  • Lower civi kills required to be jailed
  • Long range kills no longer reward intel points
  • Kills made by heavy vehicles no longer reward intel points
  • Bug fixes and improvements
This are not all changes that were discussed and what actually gets implemented in the end is still open. It is just a little preview of what kind of changes to expect.
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: CIVIES and Martyrs

Post by Beee8190 »

  • Long range kills no longer reward intel points
  • Kills made by heavy vehicles no longer reward intel points
Unsure whether this will keep away the trigger happy score hunters but as mentioned more changes are planned which is very good to hear. Appreciate the preview of what's to come.

Maybe I should make another thread but have you guys considered slightly reducing the blufor scope range / magnification as it seems almost on par with dedicated marksman rifles?

My eyesight might not be the best anymore but I find it a real challenge sometimes to identify the enemy at some 100m as the detail with iron sights can be bit lacking. Sometimes even 30m can be not as straightforward :(

Would appreciate any comments on this
Last edited by Beee8190 on 2014-06-30 17:24, edited 2 times in total.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

Would still like some kind of visible way to monitor intel points as they are elusive even if you try to do the math due to people coming in and leaving.

Please advise.

-SwampFox
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