Killing Unknown Caches

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DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Killing Unknown Caches

Post by DDS »

Celestial1 wrote:Problem isn't even ghosting. It's that the BLUFOR kind of lucks across them since the cache spawn system slowly reduces the area where caches can spawn.

Solution:
Stop freaking out about people spawning unknowns (Still feel free to freak out when they fire from it like an idiot).
Get a squad to spawn on the unknown and stay low, watching the approaches. As long as they don't fire at BLUFOR that isn't coming towards the cache, they won't expose the known and can still defend it.
Agreed. It couldn't hurt to have some warnings about those things in the game messages. A lot of people new to the game seem to not understand these things.

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Xavo|xXx
Posts: 328
Joined: 2009-10-18 00:48

Re: Killing Unknown Caches

Post by Xavo|xXx »

Pvt.LHeureux wrote:I was replying to this : "Remove spawn from the Unknown Cache Locations. This would stop people spawning in and firing off them."
Mate what are you talking about?
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Killing Unknown Caches

Post by doop-de-doo »

[R-MOD]BloodBane611 wrote:Hmmm, that is a pretty good idea. Maybe have a python script that triggers when BLUFOR approach an unknown cache that says something like "The enemy are approaching a cache location" or something.

I have no idea if it's possible, but it's an interesting thought
Isn't that what the commander's waypoints are for?

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Killing Unknown Caches

Post by Redamare »

I say if some one drops one incindary next to the cache it becomes known incase its a one man mission and they run out of incindarys.
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Killing Unknown Caches

Post by illidur »

Johncro wrote:There you said it yourself, why fix what isn't broken.
Its the player's fault. Tell an admin, issue solved.
you are saying we should just ban suspects.

either way ghosting is a real problem. you can say that "admins should ban him". but like others have said, everybody freaks out when an unknown gets destroyed and yells cheater. so how would an admin like myself catch that? not only that, but in order to confirm somebody is cheating i would need to view battlerecorder. and that means the cheater gets away with ruining a whole round or more. thats IF i decide to go on a goose hunt. and to be 100% sure he didn't find it legit i have to narrow it down to this:
1. he found it by luck searching possible cache spawns.
2. he saw enemy activity (which means in order to prove he cheated there would have to be no enemys on/near cache).
3. he ghosted.

with 1. and 3. being impossible to prove the difference.

i know its really hard to find a way to stop this, but that doesn't mean we should give up. i appreciate the effort put in by the devs already in making the cache harder to kill ( requireing more cheaters or engi ). but im sure there is a solution.... ive thought of ways but the change would be frowned upon more than likely.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Killing Unknown Caches

Post by Dev1200 »

Leaving unknowns undefended properly is the easiest way for them to fall. If nobody defends, they can walk right in and destroy it. If many people are defending AROUND it, it is impossible to tell which is the cache building unless it is obvious. If few people are defending, it tells them where it is nearby.
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Killing Unknown Caches

Post by Elektro »

Dev1200 wrote:Leaving unknowns undefended properly is the easiest way for them to fall. If nobody defends, they can walk right in and destroy it. If many people are defending AROUND it, it is impossible to tell which is the cache building unless it is obvious. If few people are defending, it tells them where it is nearby.
If nobody is near it, how could you ever tell where it is?

I remember when Archer was played in the PR Tournament during Campaign 8. NATO had placed a few very skilled scouts on the castle, a few guys spawned on the unknown and before you knew it they were killed and the cache was destroyed.

Spotting a single or a few insurgents moving randomly on the map with heavy weapons is a good indicator of an unknown cache. It's also alot less demanding than having to check the whole map in the soul hope for it being your lucky day.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Killing Unknown Caches

Post by doop-de-doo »

I have been mulling over the idea of removing the spawn from unknown caches. It only becomes spawnable when it becomes a blue diamond (known). From there, the team can spawn and prepare the defenses as necessary. The insurgents have a good 5 minutes head start before the cache location is announced to BLUFOR.

The reason why I think it would work is because what happens is that people end up using the unknown as a hideout -- a hideout that comes with limited kits. From there they tend to accumulate and start attracting attention to the location giving away the unknown cache. The unknowns are to easily accessible.

If they really want/need to access to the unknown, they can put up a hideout in the vicinity.

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Killing Unknown Caches

Post by badmojo420 »

How about this....

Unknown caches are simply spawn points. They can be overrun like normal. But, they have no cache object visible. No kits can be requested, and no ammo can be gotten. Once a cache has become known, only then will the actual cache item spawn into the world, and kits and ammo can be taken.

Basically, the unknown cache markers would represent the future ammo drop locations of the insurgent force. They would be planning on moving supplies to that point. And the spawn point would allow insurgents to setup a good defense prior to bringing in the supplies.

This way, if a new cache were to spawn on the location of the Blufor, the spawn would be overrun, but no cache would be instantly lost. There would still be a chance for the insurgents to push forward and clear the area before the cache spawns.

Of course this wouldn't prevent ghosting entirely. And I suspect no change in the game code ever will. But, it would make it harder for one guy to rush an unknown cache and take it out. It could still happen, but it would require him to camp the location until the cache becomes known. And when the insurgents see a purple marker, with no spawn point, they'll know their next cache location is in danger and requires clearing.

Edit: Thinking about it further, this change might allow more unknown cache locations to exist on the map. If we had 1 or 2 known caches, and about 5 unknown, it would be harder for a ghosting player to know which location will be next. And, it would provide the insurgent forces with more random spawn points. Which would help get away from the unrealistic "see an insurgent, find a cache" absolutes.
Last edited by badmojo420 on 2011-01-23 01:55, edited 1 time in total.
dingoball
Posts: 77
Joined: 2006-07-18 19:33

Re: Killing Unknown Caches

Post by dingoball »

SOLUTION:

Defend the unknown cache. 8-)
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Killing Unknown Caches

Post by illidur »

dingoball wrote:SOLUTION:

Defend the unknown cache. 8-)
and have 16 ppl giving away the unknown. so what use is cache intel then? what use are martyr civilians. unknowns are meant to be unknown for a reason. if you stick half the team on an unknown then you have half the defense. makes for a very bad round of insurgency when the enemy is in full force with assets. and you know where they are going next. basically i disagree with your statement using common sense and strategy. defending unknowns while the enemy doesn't know about them is a noob strategy period.

currently you have to dedicate a few ppl hiding in the building just in case they cheat. hoping noobs dont look at their map and go " hey they spawned there, so will i!".
Sprats
Posts: 867
Joined: 2009-06-10 20:06

Re: Killing Unknown Caches

Post by Sprats »

best thing is to make 1 cache only. of course it would be harder for infidels but the number of tickets can be reduced to lets say.. 4?
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