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Counter collaborator shooting/Cache info
Posted: 2009-05-10 07:02
by Human_001
As of now it feels Coalition gain knowledge of cache one after another when playing with full 64 players.
In order to fix this and counter Coalition side players from shooting collaborator just for fun,
I suggest only give intelligence when collaborator or other Insurgent players is knifed.
If I read the manual correctly Coalition loses intelligence for shooting collaborator right? That doesn't seem to stop Coalition side player from shooting collaborator just for fun.
I also support idea of:
-Insurgent side players can place Cache in place they want.
-Reducing respawn time for shot and killed collaborator.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-10 09:17
by UncleSmek
Tbh, remove the colloborator kit.. seriously.. It has only brought up lots of flaming and I people are just finding more and more problems with it.
Seriously..
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-10 09:21
by chuckduck
Collaborator kit, is honestly not that useful, a insurgent medic would do the job fine.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-10 09:25
by arthuro12
chuckduck wrote:Collaborator kit, is honestly not that useful, a insurgent medic would do the job fine.
ye like a .. doctor

(we used to have that right?) hmm..
ye civies = flaming ..
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-10 10:04
by Pure_beef
Im not a fan of the colab, i think its the one kit that is preventing much teamwork on insurgency
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 09:05
by Human_001
I understand the frustrations with collaborator kit. It is due to very long spawnt time that is about 250 seconds or 4 minute and 10 second.
But I think that either collaborator or civilian should stay. Simply reducing spawn time can fix this collaborator flaming problem.
But one another suggestion I made was to change the how Coalition side get intelligence points.
This suggestion is very important and is the main topic of this suggestion.
Due to mass number of Insurgent side player that is going to be killed in full server when protecting a cache, Coalition side literally gain information about another cache in course of taking out already known cache.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 09:11
by Durkie
Why don't you make it so that if you arrest a collaborator or insurgent the marker will come closer to the case
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 10:04
by LeChuckle
Durkie wrote:Why don't you make it so that if you arrest a collaborator or insurgent the marker will come closer to the case

Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 10:21
by dtacs
Durkie wrote:Why don't you make it so that if you arrest a collaborator or insurgent the marker will come closer to the case
Top idea right there, say 3/4 of a keypad closer?
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 10:28
by Onil
I would make so that the Coalition only gets intel points by arresting insurgents.
But i would give the Coalition a civilian kit that looks exactly like the insurgent collaborator to simulate civilians providing information to the Coalition. Make so that he has no weapons (or only rocks) and when killed, his kit cannot be picked up.
If possible also remove the option of seeing enemy name tags.
The Coalition would have to be a lot more careful not to shoot civilians as they would become a very important aspect of information exchange and teamwork.
You could also add some kits of the Afghan National Army, after all they do help out.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 10:48
by TheLean
To avoid collaboraters getting shot at distance give them their own distinct models instead of sharing it with several other insurgent kits. Lower the spawn time to normal time but use Durkies idea of arresting a collaborator to move the marker to the cache.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 20:12
by Human_001
TheLean wrote:To avoid collaboraters getting shot at distance give them their own distinct models instead of sharing it with several other insurgent kits. Lower the spawn time to normal time but use Durkies idea of arresting a collaborator to move the marker to the cache.
The idea behind collaborator and armed Insurgent looks alike is:
To confuse BLUFOR and make them think some one that is armed is not armed.
It's objective is NOT to give BLUFOR players an excuse to shoot collaborator class.
Nasty indeed. But this Insurgency mode should simulate Insurgency situation.
Also, another idea that just came to my mind:
-When BLUFOR shoot and kill collaborator, instead of current message " Check your fire you just shot a civilian" to something intense like... "You lost intelligence for cache. -20 point penalty will be added to your score. More civilian kill and you will be shot"
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 21:19
by Threedroogs
Human_001 wrote:I understand the frustrations with collaborator kit. It is due to very long spawnt time that is about 250 seconds or 4 minute and 10 second.
But I think that either collaborator or civilian should stay. Simply reducing spawn time can fix this collaborator flaming problem.
But one another suggestion I made was to change the how Coalition side get intelligence points.
This suggestion is very important and is the main topic of this suggestion.
Due to mass number of Insurgent side player that is going to be killed in full server when protecting a cache, Coalition side literally gain information about another cache in course of taking out already known cache.
the spawn time is actually 120 seconds if you get shot by the enemy. you get the REALLY long spawn times when you kill yourself as a collaborator (like falling off a roof or having a hideout get dropped on you). you have to remember to give up immediately if you're killed as a collaborator. the spawn time does not go down while you're wounded, for some reason.
i play collaborator as an insurgent all the time. having a good collaborator is incredibly important and useful. you can get on any roof to ambush and you can get healed up. the revives arent as important because you dont lose tickets (as long as there's a hideout nearby). i pick and choose my revivies, mainly focusing on important kits (RPG, SVD, captured kits, etc). as collaborator, i just hang out next to my squad lead at all times. because of the hook, the squad has the ability to move through the city quickly and get into ambush positions. the easiest way to keep an insurgent squad together and acting as a unit (like the other factions) is to have a collaborator.
of course, you must have a good squad and a good SL to make the collaborator worth anything at all.
once the ROE bug on collaborators is fixed, everything will be good. i have heard that it's fixed in the upcoming patch, but i am not certain.
<edit> forgot to mention the collaborator's binocs. having a permantant spotter for the squad is very useful.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 21:27
by Threedroogs
gas104 wrote:Whats ROE?
rules of engagement. you're supposed to be able to kill a collaborator for 60 seconds after they use the eppipen or med bag or get out of a vehicle.
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 22:15
by lucky14
Threedroogs wrote:rules of engagement. you're supposed to be able to kill a collaborator for 60 seconds after they use the eppipen or med bag or get out of a vehicle.
Which, to be all honest, shouldn't be put in. The collaborator has no weapons to begin with....and can't use any weapon (such as turrets on the technical, even though the RoE doesn't count while in a vehicle)
Re: Counter collaborator shooting/Cache info
Posted: 2009-05-11 23:41
by R.J.Travis
lucky14 wrote:Which, to be all honest, shouldn't be put in. The collaborator has no weapons to begin with....and can't use any weapon (such as turrets on the technical, even though the RoE doesn't count while in a vehicle)
The car its self can be used as a weapon to run over Coalition forces and would be exploited if removed.
The Unarmed Insurgent Is fine it could use some minor tweaks but over all its fine.
If they add in the idea that was given in another thread about if a unarmed Insurgent gets with in 45m of a cache or 15m of a Armed Insurgent you can kill him but redoes the spawn time for being killed was a great idea and the [R-DEV]'s said they liked it.