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The Civilian Case
Posted: 2009-06-09 21:00
by NyteMyre
I still think the civilian class is messed up.
It is fun to play, but the respawn time is still way to high to play and totally demotivates to play the class at all. And the blufor punishment does not seem to work either, because when i'm in a range where they can clearly see i'm a civilian, they still shoot me anyway.
I also think that 1 minute after the use of a medicbag/epipen is way to long. Or maybe thats just because i play Guild Wars too where 10 seconds is already quite a long period of time
Re: The Civilian Case
Posted: 2009-06-09 21:31
by Angerfist
Msg the devs maybe they'll change it
Re: The Civilian Case
Posted: 2009-06-09 21:40
by Threedroogs
you should never be standing out in the open as a collaborator asking to get shot. you have to act like they'll shoot you the first chance they get. when you act to preserve your life, you can stay alive pretty easily as a collaborator. the .86 changes are going to make the collaborator an awesome kit to use. i cannot wait for .86 insurgency!
Re: The Civilian Case
Posted: 2009-06-09 22:35
by Adriaan
Yeah, bring back the court martial!

I agree on the spawntimes being too long, although it does make me more careful with what i do as civy/collaborator generally.
Re: The Civilian Case
Posted: 2009-06-09 22:54
by CodeRedFox
Insurgency is a ever evolving game mode so never think its final.
Adriaan wrote:I agree on the spawntimes being too long, although it does make me more careful with what i do as civy/collaborator generally.
And that is the main reason it is what it is for now. Maybe after a few versions we can zero in a way to control or reward a playing style we will, but until then its a WIP.
We have a few radical ideas that are being thrown around the team like ReaperMAC mom

The insurgency you know today may not be the INS you play tomorrow.
Re: The Civilian Case
Posted: 2009-06-09 23:00
by hiberNative
spawn time is too long. i know a lot agree on that. we'll see what happens.
btw, i remember when insurgents had classes named "hunter" and "policeman" haha. very realistic ;D
Re: The Civilian Case
Posted: 2009-06-09 23:11
by Fungwu
If you can flag a civilian as killable based on what weapon he is using, why not work backwards and make everyone a civilian?
By this I mean, give insurgents an unarmed weapon slot, and as long as they walk around with that they give the blue force a penalty if shot, if they pull out their guns they are flagged for 5 minutes or whatever as killable without penalty. Then you can make a "doctor" class and give them a gun like everyone else's medics.
I think that would make insurgency much more interesting.
Re: The Civilian Case
Posted: 2009-06-10 15:17
by FuzzySquirrel
Yea spawn time sucks, and blufor isn't punished at all imo seeing as instead of waiting you can leave and load back and no more neg score either, but w.e about spawns more time for my youtube time.
Re: The Civilian Case
Posted: 2009-06-10 15:28
by Smuke
The only problem is when you get killed as a civi the spawn time is ages, and when you get restrained it's lke 5 mins! I hate being civi because of that.
Re: The Civilian Case
Posted: 2009-06-10 15:48
by Rollonio
Let me be yet another agreeing voice on the civilian spawn time being too long.
The long spawn time really disincentivizes play as a civie.
I have no problem with the time of 1-2 min after performing a suspicious action so I wonder if you can link respawn time length to whether or not you were killed shortly after performing a suspicious action or not.
So if you get killed within the 1-2min window that you are a legitimate target your spawn time is longer but if you were killed while innocently strolling down the street your spawn time is the standard base of 30sec.
I would also like to see the courts-martial return, to give BLUFOR units at least a moment of hesitation before shooting anything that isn't wearing a uniform, especially armor units that like to just light up whole neighborhoods. IE this would return the despicable but frequent insurgent tactic of using living shields (see Gaza and Afghanistan) to PR.
Re: The Civilian Case
Posted: 2009-06-10 16:11
by R.J.Travis
I feel the civi class is fine and there's nothing really wrong with it.
All I see are a bunch of people complaining about it's spawn time (witch you people got because of the way you acted before with it so its your faults & if your new blame people what have 0.6 forum accounts (
If we lower the spawn time you will only be a human shield again.
There nothing more you can really do to the coalition but kick or ban them from the server aka (admins)
99.99% of the people pick this call solely to get killed so how can you come here and cry about getting killed when that is what you wanted to happen anyways!.
the only things I can see helping the civi would be.
1) A new face.
2) Can not spawn on hideouts or caches.
3) If shot out side of the ROE there spawn time lowered by 1 minute every time lowest 2m
4) If 99.99% of civi players stopped trying to get shot and stopped running around corners. (If there is a turn do not go around the corner fast make sure you as wide as you can get because the coalition will fire because its shoot or die in close quoter combat.
I played a civi 2 weeks ago for the first time in 0.85 I had the highest score on my team hell you could added the tops 2 best player scores under me and still not be close to mine, no deaths no kills all I did was stay 60m from the fight in a house and healed the wounded I did not go right in the fight as I did not want to die this worked so well it was kinda crazy after the combat zone was clear and they pushed the coalition back I would rez 12 people or so.
If you cant play a civi stop crying.
Re: The Civilian Case
Posted: 2009-06-10 19:50
by PFunk
In a war zone nobody just runs into the open. If you run into a soldier's line of fire while there are actual combatants in the area you should expect to get shot.
A real life civi or collaborator would not run around as our players do. Its begging to get killed.
Re: The Civilian Case
Posted: 2009-06-10 20:15
by McBumLuv
If you want to have civies to be played the way they are supposed to be, reward them for doing so, and punish them for not. Unlike it is now, they are punished either way, which means there are often fewer of them then there are sniper kits available
I agree, in any firefight a civi should not be anywhere near combatants if they value their lives. To prove that point, make it so that they are out of the ROEs when within 50 meters of 3 armed combatants. You can keep the ROEs with the medicine bag the same, but get rid of their epipens, please.
Of course, all of that is for naught if players are still forced to pick between punishments, so they should only get a 15-20 second spawn time if they are shot when they were protected by the ROEs, as well as a courtmartialling for any coalition caught killing 2 or 3 within 10 minutes.
Re: The Civilian Case
Posted: 2009-06-10 20:28
by inlifex
What are you guys talking about? Soldiers don't get punished enogh?
Lets look at the penalties shall we?...
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 limited kits for
10 minutes
Your score is reduced to 0 and the kill will not be listed on the scoreboard
Your team loses 7 intelligence points
I don't know about you guys, but to me that SUCKS bad for the team. This makes me think twice before shooting any insurgent as it is.
It actualy helps the team if the civi get killed because it inflicts all that damage to the other team. But also remember that the time is lengthy so think twice before running all over the place. Think of this as a Medic, medic stands behind the sq providing health.
Re: The Civilian Case
Posted: 2009-06-10 23:04
by bjack
It's all in how you use it. Usually I find being a civilian not so fun or worthwhile. However mix in some nice teamplay and it can open up some fun and effective possibilities. My best civ experience was working with my squad to create an ambush killzone. Myself and another civ in the squad sat just outside a British firebase, taunting them with stones. We'd lure them to chase us out into the open, where our machine gun fire cut them down. Great fun!
Re: The Civilian Case
Posted: 2009-06-10 23:23
by McBumLuv
inlifex wrote:What are you guys talking about? Soldiers don't get punished enogh?
Lets look at the penalties shall we?...
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 limited kits for
10 minutes
Your score is reduced to 0 and the kill will not be listed on the scoreboard
Your team loses 7 intelligence points
I don't know about you guys, but to me that SUCKS bad for the team. This makes me think twice before shooting any insurgent as it is.
It actualy helps the team if the civi get killed because it inflicts all that damage to the other team. But also remember that the time is lengthy so think twice before running all over the place. Think of this as a Medic, medic stands behind the sq providing health.
Yes, but it's like saying you'll lose a lot of your teams tickets. It doesn't have the same immediate "You shouldn't have done this" effect as being court martialed, and many players have ignored it. Those same problematic players who grenade innocent civilians as far out of harms way (they were on a roof, for crying out loud!) wouldn't have been able to get away with it because they'd have been court martialed early on.
The other thing is that no matter how bad a 120 spawn timer is, you don't experience it first hand because it's often the case that you aren't going to die for a while. And even if you do, you can get revive easily. I dunno if this is true or not, but does the spawn time disappear if you get revived again?
The thing about civilians staying out of the way is that civilians can't stay inside buildings most of the time, and are forced onto the streets.They have to work with their squad, yes, and should be out of the ROE if they are nearby enemy combatants, but if they're just wandering around away from the action you can't exactly blame them for getting shot, by giving them a long respawn timer.
Re: The Civilian Case
Posted: 2009-06-11 02:36
by R.J.Travis
McLuv wrote:Yes, but it's like saying you'll lose a lot of your teams tickets. It doesn't have the same immediate "You shouldn't have done this" effect as being court martialed, and many players have ignored it. Those same problematic players who grenade innocent civilians as far out of harms way (they were on a roof, for crying out loud!) wouldn't have been able to get away with it because they'd have been court martialed early on.
The other thing is that no matter how bad a 120 spawn timer is, you don't experience it first hand because it's often the case that you aren't going to die for a while. And even if you do, you can get revive easily. I dunno if this is true or not, but does the spawn time disappear if you get revived again?
The thing about civilians staying out of the way is that civilians can't stay inside buildings most of the time, and are forced onto the streets.They have to work with their squad, yes, and should be out of the ROE if they are nearby enemy combatants, but if they're just wandering around away from the action you can't exactly blame them for getting shot, by giving them a long respawn timer.
(: if you can't get to a civi get to a sl if you can't get a civi or sl your lone wolfing I see full squads all SL kits all the time and they pick up coalition kits civi healing is like the engineer repairing you don't do it in combat.
60m away from the fight is a great spot to be as a civi you will be reward by your teams thanks!