Suggestions to improve Insurgency.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Suggestions to improve Insurgency.

Post by Ford_Jam »

As Collaborator: Hold Medic Bag out, people still don't know the new ROE rules, die as martyr :p
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Suggestions to improve Insurgency.

Post by BenHamish »

Yep, but even if not you WILL get hit by one of the unscoped .50s.

If they are trying to arrest you you're doing something wrong. Unless you're baiting..
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Suggestions to improve Insurgency.

Post by Rissien »

Reading the manual has absolutely nothing to do with accidental civi kills. Sometimes you dont even know one is there. Especially if its a cache building, people are damned sure not going to just hold their fire just because they dont know if a civi is in there or not. Like the time i already mentioned with killing three civis inside the cache building. Id rather take the chances and keep everyone inside that building pinned while friendly ground troops move in than just leave them open to attack because they are using a civi's mere presence to keep me from engaging.

Playing as insurgents, like cardio *aka bromley* I too dislike playing as a civi because ive gotten arrested now and then and dont like the spawn, but for the most part get shot, and you cant always say its intentional because especially with iron sights you cant actually tell and people arnt going to take chances if it does happen to be an insurgent.

None of your suggestions nor your responses to my earlier post respond to my comments as well. Limited to one per squad or lack of offensive weapons will not end the throw away attitude. All they have to do is wait untill they are within ROE, and go run into the middle of a firefight, or infront of a vehicle to get run over, or even mortars. By your first part alone players would get kicked or even banned from servers merely because someone used the roe against them. Happens all the time when civis get in front of insurgents or in the middle of firefights to either get blufor to stop shooting and get killed by the insurgents who have no such restrictions or end up shooting a civi whos playing sheild but by the roe in game is still killed as a martyr. Its a game, some things you just cant work around.
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MA3-USN Former

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USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Suggestions to improve Insurgency.

Post by USMCMIDN »

I dont think you rly are understanding what ppl are saying... It seems you are watching this section like a hawk and just sticking to your suggestion w.o tweaking it up much.

Again accidents do happen. Getting killed because u killed a civi is unrealistic even if this resembles being arrested in the middle of battlefield during major operations which does not happen IRL like I said b4 an army is not going to stop everything just to arrest there own guy, this happens after if it happens at all, even then investigations take place days, sometimes weeks after the actual incident. If anything there should b ways where one could engage civis other then using the eppi pen like using their binoculars (symbolic of spotting) or certain radius of an insurgent (IDK if that is possible tho)...

Civis could b tweaked but id see why I should b killed when I accidentally killed a civi or kicked cause i accidentally killed 2. I know it would be a limited kit but it could happen.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Suggestions to improve Insurgency.

Post by Psyko »

1. First, when a BLUFOR player kills a Collaborator outside of ROE, he/she will receive a private message warning him/her of not to kill Collaborators outside of ROE and to arrest them with either restrainers or a shotgun. When a BLUFOR player kills two Collaborators outside of the ROE, he/she will be auto-kicked from the server. If he/she rejoins and kills another Collaborator, he/she will be auto-banned for the duration of the round. Yes, this suggestion sounds harsh, but it will help curb people?s attitudes toward Collaborators.
I like it. but they'll never implement it.
6. The Sapper kit needs to become a limited kit. This kit needs to become limited to one Sapper per squad. Instead of having the amount of explosives I mentioned earlier, the maximum is now 270 mines, 45 pipe-bombs, and 36 grenade traps. I?m pretty sure that not every Insurgent is informed in how to properly set mines, pipe-bombs, and grenade traps. Therefore, this suggestion makes much more sense than it does now. If this change were to be implemented, this would open up the ability for Sappers to be able to set more mine markers whenever they set down explosives.
good call. this would make the insurgency squad act more like other factions squads. its time to put al basrah type fighting to bed. it was fun when there were shitloads of RPGs to spam as a little break from the grind of the other levels. but now the other levels are all extremely balanced and interesting. Insurgency squads need their MG squad leader, civilian, riflemen and sapper. thats how it should have been from the start. with possibly optional grenade traps for some.

7. Right now, caches can be blown up with one C-4, three incendiaries, .50 caliber bullets, APC's main cannon, tank's main cannon, etc. Caches need to be strengthened a little more too where they can not be took down by hit and run tactics. Therefore, to combat this certain play-style, caches need to be edited to be stronger where they can be taken down by 2 C-4s, 4 incendiaries, etc. This means that BLUFOR has secured the area and seized the cache.
If i had my way, caches would be indestructible to anything but 2 incendiaries. i dont care how they do it in real life. infantry need to solve the problems on the ground and the vehicles should be protecting them instead of firing in random windows.


good suggestions. I hope they are considered. ;-)
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Suggestions to improve Insurgency.

Post by Dev1200 »

@OP+Edits


You need to realize that collabs have less sprint then soldiers do. Even though they should have more, since they don't have to lug a good 50 pounds of equipment around with them everywhere they go.

Also, the point of collaborators is to subtle-y assist the opfor team by providing medic support, and becoming martyrs. Secondary is roping, distracting, etc. "kicking" or "banning" people is completely ridiculous. This is definitely not roleplay by adding civilians to the mix. It is to add another gameplay element. If people don't play by ROE, themselves and their team is punished, severely.


After reading through all these suggestions, they sound like ways to make insurgency worse, not improve =l Civis not using suicide vehicles, weapons. You have no basis on why or why not, just because is your reasoning.

And suicide vehicles have multiple seats for teh lols. Don't you like fun? Plus it's realistic. After all, misery loves company ^^
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BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Suggestions to improve Insurgency.

Post by BenHamish »

So nobody who normally plays Blufor thinks it's ridiculous that it doesn't matter if you kill civilians (that's also taking into account the level of experience/skill of those posting in this thread - above average I would guess).

Well that explains why the kit is almost pointless. In many ways it would be better to spawn with a gun like the Taliban medic, and be done with it and useful to the team (rather than tallying up Martyr deaths because you falsely believe it hurts the other team).

Also, I never shoot civvy's because I tend to identify targets before I shoot. If you don't know what you're aiming at, don't shoot it - That's the point of the [rather unique] Insurgency Mode isn't it?

Insurgency mode is fundamentally broken.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Suggestions to improve Insurgency.

Post by maarit »




Right now in Project Reality the BLUFOR can kill a Collaborator and lose all of his/her points and earn -100 teamwork points. An attitude has arisen out of these small penalties to where no BLUFOR player will respect Collaborators and some will shoot them on site. I have figured out a way for this to be stopped even though some may not like this idea.

1. First, when a BLUFOR player kills a Collaborator outside of ROE, he/she will receive a private message warning him/her of not to kill Collaborators outside of ROE and to arrest them with either restrainers or a shotgun. When a BLUFOR player kills two Collaborators outside of the ROE, he/she will be auto-kicked from the server. If he/she rejoins and kills another Collaborator, he/she will be auto-banned for the duration of the round. Yes, this suggestion sounds harsh, but it will help curb people?s attitudes toward Collaborators.
i think that is too hardcore option punish the blufor.
what about this?
https://www.realitymod.com/forum/f18-pr ... tel-2.html
USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Suggestions to improve Insurgency.

Post by USMCMIDN »

Just played Basra on the H server as Insurgent... Thought it b funny to b a unarmed insurgent and civi the whole game trying to get killed...

Easy ways I took advantage of the punishments given to the good guys was... Go in cashes, run into mortar fire, stand in front of shooting insurgents, throwing rocks, dropping my kit and turning my back to UK making it seem like I m hostile, popping my head up above a brick wall with unarmed insurgent... I was killed nearly all of this...

Possible exploits-

Mortars destroying the insurgents have 2 civis run into the fire that would kick the mortar team member killing u... I did this a lot this match...Actually having the mortars stop in numerous occasions because one guy killed me like 4 or 5 times bad for intel points.

I was killed by the tank like 10 times... he did not target me but was firing into buildings with RPGs in them.... Tank gunner was Psycho I think... he killed me accidentally a lot. No way he knew I was there... I hid behind the walls. Again gunner kick tank has no more gun= no protection =death

Same with APC... But often I think those guys shot me on purpose... IDK Y I think this but I purposely showed my hands up and they still killed me... But not all the gunners were like this... So I sat in front of guys with RPGs shooting at the APCs... We killed 1 because the gunner did not fire because of the civi... Again if u want an APC gone just have a civi get killed.

Numerous infantry shot me when I had unarmed kit simply ducking just showing my head made it look like I was still a combatant... U want a saw gunner or sniper u can not kill just do this...

Conclusion

Honestly they engage civis a lot in game but I was killed as a civi or unarmed insurgent close to 50 times... The overall intel points for the UK that match was a little above 2000. Only 2 cashes showed up and it was a long game with the insurgents being the victor because of the amount of civis bing killed. There were 2 other civis I saw Tim2Chins and some other guy. With us 3 being killed the UK was not able to get intel points and the game was lost for them.

Maybe we should leave it the way it is except the ticket loss of 1 ticket for every civi being killed. Same effect now but it gives more incentive for them not to kill civis because of the ticket loss. And the match did last pretty long because nothing was really happening because they could not find cashes.

My 2 cents on me purposely trying to exploit the civi role. I may of healed 1 guy the whole game. My point is I know it is not supposed to be played like that and actually having the civi as a collaborator helping the insurgents but if you want someone gone from the game just do what I did and the other 2 civis. I think that half the time I was actually killed by mistake. Like I said I was killed like 50 times that game.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Suggestions to improve Insurgency.

Post by Dev1200 »

BenHamish wrote:rather than tallying up Martyr deaths because you falsely believe it hurts the other team

Insurgency mode is fundamentally broken.

I almost choked on my eggnog reading this line. If you've read the manual, which I'm sure you haven't, it would read:

If you shoot civilians outside of these rules, you will face several penalties:
After your next death you will respawn 120 seconds later per civilian shot
(stacks up to 5 minutes additional delay)
You will not be able to request any kits for 10 minutes
Your score is reduced to 0 and the kill will not be listed on the scoreboard
Your team loses 10 intelligence points

Mainly 10 intel points, per civilian kill. That means if you die as a martyr 5 times as a civilian, which isn't a difficult feat mind you, the enemy team will have to kill 50 more insurgents in order to acquire intel. Now, have a whole squad doing this, and you get instant profit.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Suggestions to improve Insurgency.

Post by Tim270 »

I shoot every civi I see. Who needs map markers when you have people that constantly spawn on purples and take all the rpgs and just start shooting :)
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USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Suggestions to improve Insurgency.

Post by USMCMIDN »

Tim270 wrote:I shoot every civi I see. Who needs map markers when you have people that constantly spawn on purples and take all the rpgs and just start shooting :)
Well the game I just played proved otherwise...

It is detrimental to the Good guys to not have a big red box symbolizing as a cashe on the map...
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Suggestions to improve Insurgency.

Post by AquaticPenguin »

The problem with the suggestions is that the civis are not really civilians. Would a RL civilian stand next to armed combatants, or stand on top of a weapon cache. They wouldn't throw away their lives as freely as they do on PR. Unless you have realistic civilian behaviour, kicking or banning people will always be ridiculous.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Suggestions to improve Insurgency.

Post by Rissien »

It doesnt matter what that definition says dv8er. It will not stop players from playing like that as martyrs. Its a game, not reality no matter how much the DEVs do to simulate reality players are still going to do what they can and want.
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MA3-USN Former

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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Suggestions to improve Insurgency.

Post by Dev1200 »

'= wrote:H[=Rissien;1517588']It doesnt matter what that definition says dv8er. It will not stop players from playing like that as martyrs. Its a game, not reality no matter how much the DEVs do to simulate reality players are still going to do what they can and want.

Civilians, when killed, are "martyrs for the cause". It's like the taliban saying to all the civies "BLUFOR are your enemies, not us." Collateral damage is part of war. You can't kick or ban players because they made a mistake. The blufor team will lose easier if they have many civilian casualties.
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