CIVIES and Martyrs

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

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Evening,

While playing on HOG tonight, I was challenged about page numbers and the information contained in the PR manual. Well, I pulled back out the old manual and gave it another read. I was wondering if there could be any clarification on the following quote from page 25:
Civilians that decide to commit
suicide are counted as an arrested and subsquently reward the coalition team with
Intelligence Points, after which it can take about 60-75 seconds to respawn
Does this mean that any CIVI that commits suicide regardless of being wounded or not provides the enemy with the +10 intel points? Why I ask this is the wording - arrested - is contained within this sentence right after suicide. While I don't believe this, I cannot verify because there is no freaking way to monitor the Intel Points in the game. Please advise.

Lastly, it used to mention in the manual that you would be executed after killing 4 CIVIES within 10 minutes. This is not mentioned at all. While it is still true that you will be executed, I have not been able to fully verify that the 10 minutes is entirely accurate. Please advise.

When will we get some kind of visual means of verifying the Intel Points accumulated? I think that a visual representation will reinforce, by default, the need to not die or get arrested versus running around and shooting everything without regard to giving up. I counted how many medics were on a team of 30+ people one night and only found 2 medics to cover the whole map. Since there is no visual representation, people just say that they will give up not fully realizing the impact it has on the game.

With the above in mind, I have seen one round of Fallujah, since 1.x, that only lasted 35'ish minutes. This was because of people spawning on unknowns obviously but a ton of people died giving the enemy intel quickly. So, they just figured out where people were spawning and waited for the cache to appear. Total steamroll.

-SwampFox
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: CIVIES and Martyrs

Post by curahee150 »

I agree that there should be someway to monitor Intel points, also I think the 2 minutes are a little to much, but civis are still effective now not as effective as they were, but still effective, blufor expects no one to go civilian so they shoot everyone they see. I alone cost them about 300 Intel points.(It was a long round)
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Simple-jack1969
Posts: 69
Joined: 2012-04-15 13:28

Re: CIVIES and Martyrs

Post by Simple-jack1969 »

I see two solutions (i'm not saying there isn't more) :

- Lower the timer

- Possibility to spawn as civi so you avoid the timer
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mries
Posts: 475
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Re: CIVIES and Martyrs

Post by mries »

'[R-CON wrote:Mats391;2018672']
  • Kills made by heavy vehicles no longer reward intel points
This would make a game much more fun for blufor infantry aswell for the ins.
You still keep the heavy vehicles, no problem at all, but the key to victory is infantry and teamwork
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RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Morning,

While playing CIVI last night the question came up as to how many punches would kill someone. It takes 5 punches to kill someone based upon my loose unscientific and in no way thoroughly documented way. For a Blufor guy to arrest a CIVI, it only takes one punch. Isn't this kind of unbalanced? That one punch also has a hell of a reach as it seems I can be almost 5 meters away and get arrested. GRR... Can this be addressed? I would like to be able to box the enemy a little bit and have it more balanced.

-SwampFox
Reaperspr0digy
Posts: 65
Joined: 2011-07-27 03:22

Re: CIVIES and Martyrs

Post by Reaperspr0digy »

mries wrote:This would make a game much more fun for blufor infantry aswell for the ins.
You still keep the heavy vehicles, no problem at all, but the key to victory is infantry and teamwork
This is a really good idea, in my opinion. It certainly seems like insurgency has devolved into heavy assets killing everything and then infantry moving to destroy a cache. That's not very fun to me. It would be interesting if heavy asset kills did not count as intel.
Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Re: CIVIES and Martyrs

Post by Tommygun »

The new changes sound good. Re Civi's Im not too upset about the current set up what I do note tho' is really no one plays civi. If insurgents were a bit more organized and as had been pointed out not so worried about k/d ratio they would be very effective. I use my phone stopwatch and make some tea. The only ***** I might have is that often you cant drop your kit for 30secs or a minute so its actually a 3 minute timer + respawn time.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: CIVIES and Martyrs

Post by Anderson29 »

RAWSwampFox wrote:Good Morning,

While playing CIVI last night the question came up as to how many punches would kill someone. It takes 5 punches to kill someone based upon my loose unscientific and in no way thoroughly documented way. For a Blufor guy to arrest a CIVI, it only takes one punch. Isn't this kind of unbalanced? That one punch also has a hell of a reach as it seems I can be almost 5 meters away and get arrested. GRR... Can this be addressed? I would like to be able to box the enemy a little bit and have it more balanced.

-SwampFox
U have got to be kidding. ...look swamp, the punch with restraints is simulating that if blufor gets their hands on u then u become captured. That means u get sent to Guantanamo, water boarded, and eventually give blufor what they need....that being 10 intel points. That what the punch with restraints means to me.
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Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: CIVIES and Martyrs

Post by Beee8190 »

Anderson29 wrote:U have got to be kidding. ...look swamp, the punch with restraints is simulating that if blufor gets their hands on u then u become captured. That means u get sent to Guantanamo, water boarded, and eventually give blufor what they need....that being 10 intel points. That what the punch with restraints means to me.

And you'd be right however the other side of the coin is being entirely overlooked also and that is when one manages to get close enough to bluefor soldiers for hand to hand combat.
( but we don't need to imagine hand to hand combat though )
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: CIVIES and Martyrs

Post by X-Alt »

Anderson29 wrote:U have got to be kidding. ...look swamp, the punch with restraints is simulating that if blufor gets their hands on u then u become captured. That means u get sent to Guantanamo, water boarded, and eventually give blufor what they need....that being 10 intel points. That what the punch with restraints means to me.
Which would take about 30 rounds of PR to get the intel.. Still, I wish the Restrainers were 2-3 hit kills and shotguns had to be manually loaded with "bean bag" rounds.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: CIVIES and Martyrs

Post by Murphy »

Wait a sec...Swamp you want a civi to get into a fist fight with a Marine and stand a chance? Really? Wtf man, that makes absolutely no sense and if you want to stand "toe to toe" with a blufor guy trying to arrest you it seems like you didn't stop to see the situation properly. There is absolutely no circumstance in which a civilian would run out into the streets to start a fistfight with a marine during the invasion of his home. There are many people who would love to, but a fully equipped Marine laden with weaponry is not someone a civi would ever stand a chance against. In reality it would take more than "4 or 5 punches" to even phase a Marine, and most normal men in fighting condition (mental and physical) would shrug so few punches off.

The other thing that pisses me off is the comment about "how attacking a cache with APC support is boring and OP"....WHAT THE ACTUAL FUCK? You don't want to play combined arms, go play CS:GO. From what I can see you played a round in which blufor had APC support, something I could find you complain about in another thread (I'm almost certain it was you saying APCs never support inf and just do their own thing, but if I am wrong my points still stands). In game people ***** about Armour not being around to support a push because "all they care about are frags", but when an asset does indeed provide overwhelming firepower people tend to whine about asset whores camping for high KDRs.

Two silly points that are detracting from some of the more relevant issues, I just had to address the oversights in the thread. If I offended you, tough shit, chin up champ and quit bitching about your team supporting you ffs.
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RAWSwampFox
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Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

Ok, I get all of the "what the hell" reactions and the "Marines are the toughest" stuff but really, this is just a game.

Now, what I am suggesting is not totally out of line in my opinion. I would like some balance to the "resisting arrest" thing. I mean, if a blufor guy had to think about the effort and time it would take to arrest a CIVI and balance that with the possibility of someone watching waiting for him to take out his zip-ties, I think it would put more thought into the game. My perception of PR is that it is more about tactics and strategy combined with a touch of realism. Face it, the game mechanics don't allow for perfect reality in all reality. ....hehehe, had to do the word thing there....

-SwampFox
Murphy
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Re: CIVIES and Martyrs

Post by Murphy »

Ok I can see what you're aiming at, and it does indeed take more than a brief moment to bind someones hands with zipties. Maybe have the guy who landed the zip tie "punch" have an arrest animation/progress bar that immobilizes said soldier to simulate the time and effort needed to arrest someone. This would give the civilian a chance at freedom if he has a friend with a weapon nearby, but does not allow him the ability to brazenly advance upon an opponent and manage to take him down. I understand there are plenty of situations in which a civilian can land a death blow and possibly turn the tide of a fight by being more than a simple distraction, but giving civies the ability to take aggressive actions against blufor is a recipe for disaster in my opinion.
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RAWSwampFox
Posts: 531
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Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

Ok, I've compiled a CIVI strategy guide. Please review it at your leisure and let me know if you have any input.

https://docs.google.com/document/d/1OVq ... sp=sharing

-SwampFox
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

RAWSwampFox wrote:Good Afternoon,

Ok, I've compiled a CIVI strategy guide. Please review it at your leisure and let me know if you have any input.

https://docs.google.com/document/d/1OVq ... sp=sharing

-SwampFox
Good Afternoon,

I've added more information and questions to the above document. version 1.1

-SwampFox
Nate.
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Re: CIVIES and Martyrs

Post by Nate. »

Swamp, why don't you post that guide in the "Useful PR Tips" thread?

https://www.realitymod.com/forum/f10-pr ... ost2027974
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Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Re: CIVIES and Martyrs

Post by Tommygun »

Nice guide and entertaining too. Thanks SwampFox.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Nate(GER) wrote:Swamp, why don't you post that guide in the "Useful PR Tips" thread?

https://www.realitymod.com/forum/f10-pr ... ost2027974
Good Evening,

I understand the desire to consolidate everything into one thread but, naw, I'll keep it here. If you want to link to it, that is fine.

-SwampFox
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: CIVIES and Martyrs

Post by RAWSwampFox »

Good Afternoon,

Updated with a bit more information I had forgotten in the original script.

-SwampFox
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: CIVIES and Martyrs

Post by matty1053 »

[R-DEV]Rabbit wrote:they should want to win rather than just farm kills to get a good KDR and feel good about themselves.
Unfortunantaly there are a good amount of players that only want to have a huge K/D and be on top of the leader board. And then if the team loses, they blame everyone else.
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