Mine teamkill system
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Vicious302
- Posts: 407
- Joined: 2010-07-28 19:54
Re: Mine teamkill system
It should be a very a steep punishment system, 2 minutes spawn for the first time you hit one, 5 minutes for the 2nd one, kick for the 3rd.
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ryan d ale
- Posts: 1632
- Joined: 2007-02-02 15:04
Re: Mine teamkill system
Does punishment solve anything from 2 parties who both didn't want the TK to happen?
Is prevention better than the cure?
Auto mark system and forget any kind of punishment. It is pointless in this case.
Is prevention better than the cure?
Auto mark system and forget any kind of punishment. It is pointless in this case.
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Mine teamkill system
If the mine was marked on the map - then the driver should be punished. If it wasn't marked - then the sapper should be punished. But I'm not sure if this is possible to implement.
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: Mine teamkill system
i answer "It's no one's fault - no one should be punished." cause it is actualy no one fault, once the mine is set, its only a matter of time 

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Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: Mine teamkill system
Anyone up for ability to set +5 mine marks? Currently, you can only set 3 mine marks (if you set 4 -> the first you set disappears)
Would at least help marking those mines. I have witnessed a situation where 1 mine mark represented one whole grid being a minefield, because the engineer simply had not enough marks to mark at least most of them.
Would at least help marking those mines. I have witnessed a situation where 1 mine mark represented one whole grid being a minefield, because the engineer simply had not enough marks to mark at least most of them.
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Mine teamkill system
Sure. You mean if your teammate planted a buried mine and didn't bother to mark it on the map, and then you drive over it and kill yourself "dead-dead" and destroy your vehicle - it's no one's fault? Seriously?Hotrod525 wrote:i answer "It's no one's fault - no one should be punished." cause it is actualy no one fault, once the mine is set, its only a matter of time![]()
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a3dboy1
- Posts: 194
- Joined: 2012-09-17 17:40
Re: Mine teamkill system
Lately I played as IED guy on Insurgency side and believe me, people keep rushing over marked mines too...saamohod wrote:Sure. You mean if your teammate planted a buried mine and didn't bother to mark it on the map, and then you drive over it and kill yourself "dead-dead" and destroy your vehicle - it's no one's fault? Seriously?
The guy got wounded - his punishment.
Sapper lost his IED - sapper's punishment.
Team lost 1 ticket - punishment for everyone. You still remember PR is a team based game, aye?
[img]http://www.image-share.com/upload/2230/9.jpg[/img]
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Mine teamkill system
So what's your point? Where exactly do you disagree with my previous two posts?a3dboy1 wrote:Lately I played as IED guy on Insurgency side and believe me, people keep rushing over marked mines too...
The guy got wounded - his punishment.
Sapper lost his IED - sapper's punishment.
Team lost 1 ticket - punishment for everyone. You still remember PR is a team based game, aye?
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labonte95
- Posts: 174
- Joined: 2011-02-12 20:31
Re: Mine teamkill system
If the mine is marked, the driver should be punished. If the mine is unmarked, the placer should be punished. I highly doubt that could be done though.
Thanks to WarEagle751 for the Signature pic!
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a3dboy1
- Posts: 194
- Joined: 2012-09-17 17:40
Re: Mine teamkill system
There is already punishment system in PR. No need to make players avoid Sapper kits. There is no need for any "deeper" punishment system, IMO.saamohod wrote:So what's your point? Where exactly do you disagree with my previous two posts?
[img]http://www.image-share.com/upload/2230/9.jpg[/img]
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: Mine teamkill system
This is an idea I had which might decrease the mine teamkills by a lot.
https://www.realitymod.com/forum/f18-pr ... kills.html
https://www.realitymod.com/forum/f18-pr ... kills.html
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Tolstoievski
- Posts: 22
- Joined: 2013-07-01 04:03
Re: Mine teamkill system
I think there should not be points and scoreboards in the first place. Get rid of those and the very concept of punishment won't make a difference.
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-1-Gabe-1-
- Posts: 33
- Joined: 2009-03-16 04:19
Re: Mine teamkill system
If the mines are marked on the map the tard should not be the one who set the mines,,not at all..!!!
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Quobble
- Posts: 123
- Joined: 2012-05-13 09:19
Re: Mine teamkill system
Well...engis should really stop mining important supply roads or passages.
Rebel sappers f.e. should mine roads that the enemy uses frequently.
The new water cans are really dangerous because they are barely visible for friendlies AND the enemy, so both will stumble onto them.
People should learn to look where they walk.
I always place IEDs and mines so obviously that the enemy sees them, but cant pass the road or the door or whatever.
The point is to block certain areas. You dont really need to hide a mine or those water cans.
If they try to disarm the mine, you can just shoot the enemy engineer.
Or you place an AP IED next to your AT IED or mine, to kill infantry that get close to it. So you will safe your AT IED or mine.
Bluefor mines are very visible and should be used as well like I said.
Block an area and stop the enemy from advancing.
People should also think about looking at their map.
If you see a mine marker on a crossroad, you should expect several mines and/or IEDs there.
I hate people that rage because you didnt mark exactly THAT inch of the road where the mine was placed.
Also, the current bug that you cant see placed mines if you joined AFTER those were placed, is really bad.
BUT, as I said, look at your map.
So, my idea is, maybe you DEVs could reintroduce the BF2 Vanilla "WARNING MINES" symbol in the bottom right corner, only for friendly mines and IEDs.
IRL your platoon leader would probably inform his soldiers about "friendly mined areas".
(not including possible communication issues that cause trouble)
And you could maybe increase the size of the mine markers on the map.
Maybe not the amount someone can place, but definitely the size.
Would it be possible to code it, so the mine marker will be always ABOVE the blue dots on the map?
ATM the mine markers can be covered by all the blue markers on your map, so if you are zoomed out you wont see them if you f.e. drive really fast around.
Rebel sappers f.e. should mine roads that the enemy uses frequently.
The new water cans are really dangerous because they are barely visible for friendlies AND the enemy, so both will stumble onto them.
People should learn to look where they walk.
I always place IEDs and mines so obviously that the enemy sees them, but cant pass the road or the door or whatever.
The point is to block certain areas. You dont really need to hide a mine or those water cans.
If they try to disarm the mine, you can just shoot the enemy engineer.
Or you place an AP IED next to your AT IED or mine, to kill infantry that get close to it. So you will safe your AT IED or mine.
Bluefor mines are very visible and should be used as well like I said.
Block an area and stop the enemy from advancing.
People should also think about looking at their map.
If you see a mine marker on a crossroad, you should expect several mines and/or IEDs there.
I hate people that rage because you didnt mark exactly THAT inch of the road where the mine was placed.
Also, the current bug that you cant see placed mines if you joined AFTER those were placed, is really bad.
BUT, as I said, look at your map.
So, my idea is, maybe you DEVs could reintroduce the BF2 Vanilla "WARNING MINES" symbol in the bottom right corner, only for friendly mines and IEDs.
IRL your platoon leader would probably inform his soldiers about "friendly mined areas".
(not including possible communication issues that cause trouble)
And you could maybe increase the size of the mine markers on the map.
Maybe not the amount someone can place, but definitely the size.
Would it be possible to code it, so the mine marker will be always ABOVE the blue dots on the map?
ATM the mine markers can be covered by all the blue markers on your map, so if you are zoomed out you wont see them if you f.e. drive really fast around.
"Artyom! If it's hostile - you kill it."
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stewiesboys
- Posts: 38
- Joined: 2012-06-19 02:23
Re: Mine teamkill system
what this poll is showing is that we are not going to take responsibility for are actions if nobody gets punished than everyone is going to be even more stupid not checking there map not looking at the ground and such because they say why not i don't get punished and the guy that planted the ied has to go back know and plant it again
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: Mine teamkill system
Worth taking a look at.Quobble wrote:So, my idea is, maybe you DEVs could reintroduce the BF2 Vanilla "WARNING MINES" symbol in the bottom right corner, only for friendly mines and IEDs.
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: Mine teamkill system
Wait seeming as almost no one voted for the current system will it be changed?
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: Mine teamkill system
Honestly, it's pretty bad especially when the driver has the minimap to use?
I remember on Ramiel... some dude was getting tons of TK's from mines. We later found out the guy driving the vehicles was being a 'nub' and just ruining the fun round we were playing.
I hate when people punish though. It's just a wrong thing to do... plus it's usually the cocky players that tend to punish.
But I think that it can go either way.... It could be the Combat Engineer because he possibly didn't mark the mine(s). also could be their fault for possibly a horrible place for a mine.... ect.
Can go different ways imo.
I remember on Ramiel... some dude was getting tons of TK's from mines. We later found out the guy driving the vehicles was being a 'nub' and just ruining the fun round we were playing.
I hate when people punish though. It's just a wrong thing to do... plus it's usually the cocky players that tend to punish.
But I think that it can go either way.... It could be the Combat Engineer because he possibly didn't mark the mine(s). also could be their fault for possibly a horrible place for a mine.... ect.
Can go different ways imo.
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Mine teamkill system
The TK System needs to be tougher. If you teamkill 3 people or more, you are kicked.
Why not automatically add a mine marker when pressing the attack key? Shouldn't be too hard to add, and have icons for it, like a red mine icon, a red tripflare icon, a red ied/waterbucket icon?
Unless that's hardcoded... then I guess automatically add a ☠ marker for everytime you use a mine/ied/bombjug/detonateables/claymore/tripflare
Why not automatically add a mine marker when pressing the attack key? Shouldn't be too hard to add, and have icons for it, like a red mine icon, a red tripflare icon, a red ied/waterbucket icon?
Unless that's hardcoded... then I guess automatically add a ☠ marker for everytime you use a mine/ied/bombjug/detonateables/claymore/tripflare
Last edited by Arab on 2013-08-21 02:41, edited 4 times in total.




