INTEL POINTS HELP

General discussion of the Project Reality: BF2 modification.
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Mostacho
Posts: 54
Joined: 2016-07-18 16:01

INTEL POINTS HELP

Post by Mostacho »

Does anyone knows if the intel point stack up?

i mean the points to reveal a cache goes from 0 to 50 and resets to each cache is revealed/destroyed?
or it stacks up like it takes 150p to reveal the 3rd cache , 200p the 4rd and so on... ??

and if the points resets to each cache, it resets when the cache is destroyed or revealed?

like if both caches are revealed (blue on the map), and the bluefor kills 7 civilians before destroying one cache, the next cache will take 120p (-70+50) to be revealed? or just 50 because those civilians killed in the time both caches were reveald does not count

or if the int points stacks up, supposing those revealed caches were the 1rd and 2rd and the bluefor has 100 intel points at that time. and they killed those 7 civis, this means their points will be lowered to 30 and now thet need to gain more 120p to get the 150p needed to reveal the 3rd cache?

:confused: :confused: :confused:
Last edited by Mostacho on 2016-07-18 17:16, edited 1 time in total.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: INTEL POINTS HELP

Post by RAWSwampFox »

Good Afternoon,

Read my CIVI guide linked in my sig below for more detailed information.

Since there is no visible means of monitoring Intel points gained or lost at specific times, there is no concrete answer to your question. Opfor death count is important to watch as well as CIVI martyrdom points.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
PricelineNegotiator
Posts: 1382
Joined: 2009-08-30 04:32

Re: INTEL POINTS HELP

Post by PricelineNegotiator »

Hasn't played in over a month, but still boasts wicked fast forum reply times.

He'll be back soon enough.
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: INTEL POINTS HELP

Post by Mostacho »

i am pretty sure there is a answer for it since the intel points system must have been written by some one

maybe some one could get in the game files and read the code (no idea how it works.. )

or we could just test it, the problem is that it will take at least 1 hour to test it and 2 people
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: INTEL POINTS HELP

Post by RAWSwampFox »

Mostacho wrote:i am pretty sure there is a answer for it since the intel points system must have been written by some one

maybe some one could get in the game files and read the code (no idea how it works.. )
Sure, read the code or find a programmer that can translate into everyday man's lingo. Haven't found one yet.

Mostacho wrote: or we could just test it, the problem is that it will take at least 1 hour to test it and 2 people
1 hour 2 people? Seriously? If you have read my CIVI guide, you will see detail in that guide about Intel Points that has taken months, weeks, hours, and days of meticulous research by comparing so many visible variables by at least 4 - 5 players. None of these players were programmers. Here's a list of players you can ask in game, since I'm not online as much, for more information:

=TBA= BJC
DutchCourage
squarerootpie
granderslice
Wambala
Tazo
Jevski
Vio-Noob
Guru951
Zwilling

The research has been so extensive that I've been able to predict the end of an INS round based on death rate per minute, quality of players, and time between cache destruction as opfor. These predictions have been fairly accurate to the point of being within a 10 minute time frame. The reason for this is because when I point it out in chat, player tactics change causing the numbers to skew a bit. As blufor, I've been able to predict the next known cache revelation within 1 or 2 minutes with consistent accuracy if I've been there since the start of the round.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: INTEL POINTS HELP

Post by Mostacho »

yes i have read your guide, the manual and also played the game for 8 years, bud in the past week i started wondering how the intel points system actually worked and still havent found an answer

i was hoping a dev would read this post or someone who can find interpretate the game code or just someone who have already tested it, since i am posting it on the PR forum i dont think is that absurd to ask if anyone knows



so to test it with 2 people means that the points to reveal a cache will be haveld, so 25 p to each cache and knowing that the first cache already spawns without the need to gather intel points

you have to get in a server where you are a admin and put a ins map, get your friend on the other side and try those 3 things

so on the first try you kill one civilian and then arrest 3 , if the second cache apears that means that the intel points cant be negative

on the second try you restart the match and arrest 5 civilians to reveal the second cache and have enough points to reaveal a 3rd one, then destroy one a cache, if a 3rd one apears that means that the intel points acumulate or it resets when a cache is reveald

3rd try , arrest 3 civilians to reveal the second cache and make both caches revelad , and then kill 6 civilians, destoy one cache, arest more 3. If the 3rd cache appears that menas that the point system resets from (0-25) or (0-50) for each cache reveald/destroyed

with those 3 attempts i think you can find out, if the int points acumulate, resets when the cache is destroyed or reveald and if it can be negative

well... with a little bit more than 1 hour or much less if the Rcon commands are enabled, that could be solved, since you are so commited to the civ guilde maybe you could test it
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Mats391
PR:BF2 Lead Developer
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Re: INTEL POINTS HELP

Post by Mats391 »

RAWSwampFox wrote:Sure, read the code or find a programmer that can translate into everyday man's lingo. Haven't found one yet.
Well I ll give it a try. ;)
For the question in OP:
Intel does get added up and resets when a cache is revealed (every cache needs 50 intel). So you go 50 -> reveal -> 0 -> 50 -> reveal -> 0. When both caches are revealed you still collect intel, the max intel gathered is theoretically unlimited, but since once a cache gets destroyed a new one gets revealed and you get set to 0 again. So you have 2 revealed -> gain 150 intel -> destroy one cache -> reveal new one -> 0 intel
The minimum amount of intel you can have is -50 and obviously you wont reveal a cache with negative intel so you cant remove it by destroying a cache.
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Mineral: TIL that Wire-guided missiles actually use wire
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: INTEL POINTS HELP

Post by Mostacho »

[R-DEV]Mats391 wrote:Well I ll give it a try. ;)
For the question in OP:
Intel does get added up and resets when a cache is revealed (every cache needs 50 intel). So you go 50 -> reveal -> 0 -> 50 -> reveal -> 0. When both caches are revealed you still collect intel, the max intel gathered is theoretically unlimited, but since once a cache gets destroyed a new one gets revealed and you get set to 0 again. So you have 2 revealed -> gain 150 intel -> destroy one cache -> reveal new one -> 0 intel
The minimum amount of intel you can have is -50 and obviously you wont reveal a cache with negative intel so you cant remove it by destroying a cache.
whoooa thanks matt, that answer the question

maybe SwampFox can implement it to his guide now ;-)
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: INTEL POINTS HELP

Post by RAWSwampFox »

Good Evening,

Yes, I've read that, heard that, and it has been eluded to during my research. I've played with mats so, yes, I'm aware of the points he brings up. Throughout my research, there have been updates to the server side of things that change things unaware to you. Updates can be anything from bug fixes to the black helicopter pilots.

The manual states (unless it has been changed in my absence) that a shotgun will arrest any insurgent, armed or unarmed giving blufor intel about the cache. This is not true based on my experiences.

Right before I left, there were some questions that I was not able to spend enough time to answer. Within the two or three months prior to my absence, it seemed that every INS round that I played as a CIVI, caches were popping up so fast that it defied all logic and research. When I play CIVI, it is hardcore and my squad is all CIVI employing CIVI tactics way outside the box. So, the fast popping caches lead me to believe that there was a large set of players who hate INS sabotaging the rounds with constant arrests or a server "update" that wasn't very clear. For more information on this, you will need to contact the players I mentioned above. Very few of them get online here to post so you will have to contact them in game.

While I can't argue with mats on a programmer level, I disagree that Intel Points go into the negative based on the above information amongst other things that I've posted elsewhere. You can find many posts by me about Intel Points so, you can draw your own conclusions. :)
Last edited by RAWSwampFox on 2016-07-20 02:45, edited 1 time in total.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: INTEL POINTS HELP

Post by bahiakof »

[R-DEV]Mats391 wrote:Well I ll give it a try. ;)
For the question in OP:
Intel does get added up and resets when a cache is revealed (every cache needs 50 intel). So you go 50 -> reveal -> 0 -> 50 -> reveal -> 0. When both caches are revealed you still collect intel, the max intel gathered is theoretically unlimited, but since once a cache gets destroyed a new one gets revealed and you get set to 0 again. So you have 2 revealed -> gain 150 intel -> destroy one cache -> reveal new one -> 0 intel
The minimum amount of intel you can have is -50 and obviously you wont reveal a cache with negative intel so you cant remove it by destroying a cache.
Great explanation of the Intel system, insurgent mode.

Another question that players have, it's about the network of informants insurgent commander. I did some tests, and posted a video: (BR Portuguese):

https://www.youtube.com/watch?v=i55B09GbS8s
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RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: INTEL POINTS HELP

Post by RAWSwampFox »

Good Evening,

Ok, I did the auto-translate CC thingy on Youtube. It says something about editing some files to halve the time to detect the enemy or increase the distance (2 grids if I understood correctly) that the waypoint detected enemy? Now, it did mention vehicle detection versus infantry detection. Vehicle is detected further away and infantry is like within 2 keypads?

Lastly, I'm not clear as to why you put the B waypoint right on top of the A waypoint? Was it because you edited a file specific to A and not B? Or is it due to the placement of B over the top of A as in B is in the forefront?
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: INTEL POINTS HELP

Post by bahiakof »

RAWSwampFox wrote:Good Evening,

Ok, I did the auto-translate CC thingy on Youtube. It says something about editing some files to halve the time to detect the enemy or increase the distance (2 grids if I understood correctly) that the waypoint detected enemy? Now, it did mention vehicle detection versus infantry detection. Vehicle is detected further away and infantry is like within 2 keypads?

Lastly, I'm not clear as to why you put the B waypoint right on top of the A waypoint? Was it because you edited a file specific to A and not B? Or is it due to the placement of B over the top of A as in B is in the forefront?
Hello Friend!
the Brazilian Portuguese is complicated to understand :(

1- yes, I edited the file to reduce the enemy's detection time, to create the video ;)

2- By default, vehicles are detected 4 "keypads" after "waypoint" and the infantry is detected 2 "keypads" after "waypoint". And the actual location of the enemy is not accurate :(

3- By default, after the "waypoints" are placed on the map, they take 60 seconds to begin to detect the enemy. And after they detect the enemy, they take 15 seconds to send the information to the commander. After informing the presence of enemies "waypoints" are disabled for 3 minutes. After 3 minutes, the "waypoints" return to detect a new enemy. For this reason it is advisable to put more waypoint in a suspicious area for the power commander maintain constant monitoring.

I have helped :D
Last edited by bahiakof on 2016-07-25 13:35, edited 2 times in total.
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RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: INTEL POINTS HELP

Post by RAWSwampFox »

Good morning,

Thank you for the clarification.

Regarding the stacking of the waypoints, is there any benefit to doing this? One of the benefits I can see is if you place them fairly close together, it will provide quicker information due to the time resets you mention. Outside of this, is there something I'm missing? I mean, by stacking the waypoints, is the time setting based upon when the waypoint was placed? Do both waypoints report at the same time? Having both waypoints stacked, is the detection higher?
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: INTEL POINTS HELP

Post by bahiakof »

RAWSwampFox wrote:Good morning,

Thank you for the clarification.

Regarding the stacking of the waypoints, is there any benefit to doing this? One of the benefits I can see is if you place them fairly close together, it will provide quicker information due to the time resets you mention. Outside of this, is there something I'm missing? I mean, by stacking the waypoints, is the time setting based upon when the waypoint was placed? Do both waypoints report at the same time? Having both waypoints stacked, is the detection higher?
Good Morning!

Yes, it's optimal strategy put a "waypoint" next to another "waypoint" (at most can put 7 "waypoints" A / B / C / D / E / F / G). When a "waypoint" is disabled and waiting 3 minutes to complete the return to work, the other "waypoint" will continue to inform the movement of the enemy within the area suspicion. Example: a suspicious area that has a FOB or RALLYPOINT.

Putting the "waypoints" at the same point, it does not change the time that the informant works. More keeps the commander always informed of the movement of the enemy in areas where the civilian can be easy target "KIT Breacher".
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