Molotov or Knife for Collaborators

Suggestions from our community members for PR:BF2. Read the stickies before posting.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Molotov or Knife for Collaborators

Post by boilerrat »

XxxGrANdmA wrote:yeah why should blufor have the peace of mind that because the person that they're looking at doesn't have a towel on their head, they must not have a weapon cuz they're just a harmless little civi. Anyone could be carrying a weapon. Looks can be decieving. Maybe even a pickup kit at main that is the civi kit but also has a pdw. This way most civis out the are actually just civis but there's also dangerous ones too that could pull a gun on you. It would make blufor troops more caitious when aproaching what looks to be a civilian
This brings up a really good point.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Molotov or Knife for Collaborators

Post by ytman »

Well I think the collaborator kit "might" have lost its importance for the Insurgency due to any person being able to drop thier rifle and in a minute, be protected under ROE.

This might be too soon to say though and might require some changes to caches (perhaps allowing basic warrior kits off of them). Still the 'doctor' roll combined with the hook are indesputibly helpful.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

Commando_Jenkins wrote:So your telling me, when I'm gunning a tank or apc, and I see insurgents with rpgs and civis next to them? Im just supposed to let them shoot at me, while I can't shoot back..Poor idea making.
Yes.

That's how it works in Reality. But in Reality the civilians don't always are male and wear white shirts. They can be anybody, children, women, etc. All kinds of people, no matter gender, age, all can be used as human shield in real combat, I guess. So APCs and Tanks aren't Gods that can make trips all around the battlefield and shoot anybody. They need infantry support(and vice-versa) for dealing with that kind of situation, marksmen and snipers are needed, or even a Riflemen squad to get into a certain building and clear it while the vehicle awaits the okay to go.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

I'm also in favor in creating more random Civilian skins, some a bit like the evarage insurgent, so BLUEFOR would have to watch the person behavior to judge if it is an enemy or a real civilian.
USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Molotov or Knife for Collaborators

Post by USMCMIDN »

Unarmed Civilian wrote:Yes.

That's how it works in Reality. But in Reality the civilians don't always are male and wear white shirts. They can be anybody, children, women, etc. All kinds of people, no matter gender, age, all can be used as human shield in real combat, I guess. So APCs and Tanks aren't Gods that can make trips all around the battlefield and shoot anybody. They need infantry support(and vice-versa) for dealing with that kind of situation, marksmen and snipers are needed, or even a Riflemen squad to get into a certain building and clear it while the vehicle awaits the okay to go.
No is doesn't. Look at previous threads. Civis can be engaged with highers command. Iraq, Stan, Somalia are key example.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

Then, if the engine permits it, keep the current punishment for vehicles and the dead score increment to whoever deliberately shoots a Civilian(Martyr) whislt on foot.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Molotov or Knife for Collaborators

Post by myles »

A civillan is called a civllian cuz its not fighting on a side (civis cant be armed)
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Molotov or Knife for Collaborators

Post by Unarmed Civilian »

What a about a Civilian Colaborator?
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Molotov or Knife for Collaborators

Post by myles »

Unarmed Civilian wrote:What a about a Civilian Colaborator?
Not armed collabrator meaining working with the insurgents still not armed
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Molotov or Knife for Collaborators

Post by mat552 »

I'm fairly sure the entire point of the class is that they have no weapons at all. .91 has actually encouraged me to be a tiny bit more careful with my shots, and it's getting easier to identify the very specific player model at a glance with the new warning that you get after dissuading one.

It's already bad enough that a supposedly unarmed class has a rock, but giving them a knife or a molly, even if it brings them out of the ROE, will simply and irrevocably place them firmly into the role of acceptable targets and guaranteed threats. I know he's not a problem directly climbing onto that building, but if he has a molly, I know what he's planning. Bang. Get a couple start wandering towards us, we go to arrest them, one pulls a knife and dismembers and disembowels one of our guys before we can put him down. After two or three of those, I certainly won't wait to do away with them on sight, loss of intel or no. It's not like the insurgents have any concept of fire discipline to stop shooting DIRECTLY from the cache.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
XxxGrANdmA
Posts: 187
Joined: 2009-08-17 05:30

Re: Molotov or Knife for Collaborators

Post by XxxGrANdmA »

mat552 wrote:I'm fairly sure the entire point of the class is that they have no weapons at all. .91 has actually encouraged me to be a tiny bit more careful with my shots, and it's getting easier to identify the very specific player model at a glance with the new warning that you get after dissuading one.

It's already bad enough that a supposedly unarmed class has a rock, but giving them a knife or a molly, even if it brings them out of the ROE, will simply and irrevocably place them firmly into the role of acceptable targets and guaranteed threats. I know he's not a problem directly climbing onto that building, but if he has a molly, I know what he's planning. Bang. Get a couple start wandering towards us, we go to arrest them, one pulls a knife and dismembers and disembowels one of our guys before we can put him down. After two or three of those, I certainly won't wait to do away with them on sight, loss of intel or no. It's not like the insurgents have any concept of fire discipline to stop shooting DIRECTLY from the cache.
this is why I suggest having it as a pickuo kit at main. There'd still be normal civis but about 2 ot 3 with guns.
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