The Civi Arresting Thread
Posted: 2010-08-22 12:28
This is not really a suggestion, more a discussion point. This is not a gripe at the specialist kit either btw, more targetting how the respawn times for civilians work 
Generally when playing as insurgents I enjoy playing as civilian to provide support for my squad or team. But what I haven't understood is why Blufor Specialists can shotgun an innocent civilian and it counts as an arrest.
In a full blufor squad most squadleaders (I know I do) ask for a specialist at the start of the round just for the breaching power on insurgency or the maneuverability the grapple provides.
At that rate whenever a civilian comes across an enemy squad with a specialist at whatever the distance, or wherever the civilian is e.g having grappled up a building, it has become unbelievably difficult for him to 1) escape without being arrested or 2) perhaps attempt to lead the enemy squad into a trap. Even when the shotgun is used on an innocent civilian they have to sit there for a massive respawn time which seems a bit bizarre.
That's why I'm seeing a lack of civi's on maps.
A lack of civilians on a team means there is very little healing power early game for Opfor insurgents, but by the end of the round most insurgents squads have an enemy medic kit anyway, rendering the civi kit often unused.
My own opinion is that rather than blasting what is sometimes an innocent civi in the face with a shotgun and being rewarded for it, hence being the main tool for arresting in a squad, perhaps instead having the shotgun as a backup...
How this would work (remember we are talking about the shotgun alone):
In my view this would provide civilians with more of a chance ingame, and specialists would be more cautious as to who they blast with their shotgun
Please Discuss
Generally when playing as insurgents I enjoy playing as civilian to provide support for my squad or team. But what I haven't understood is why Blufor Specialists can shotgun an innocent civilian and it counts as an arrest.
In a full blufor squad most squadleaders (I know I do) ask for a specialist at the start of the round just for the breaching power on insurgency or the maneuverability the grapple provides.
At that rate whenever a civilian comes across an enemy squad with a specialist at whatever the distance, or wherever the civilian is e.g having grappled up a building, it has become unbelievably difficult for him to 1) escape without being arrested or 2) perhaps attempt to lead the enemy squad into a trap. Even when the shotgun is used on an innocent civilian they have to sit there for a massive respawn time which seems a bit bizarre.
That's why I'm seeing a lack of civi's on maps.
A lack of civilians on a team means there is very little healing power early game for Opfor insurgents, but by the end of the round most insurgents squads have an enemy medic kit anyway, rendering the civi kit often unused.
My own opinion is that rather than blasting what is sometimes an innocent civi in the face with a shotgun and being rewarded for it, hence being the main tool for arresting in a squad, perhaps instead having the shotgun as a backup...
How this would work (remember we are talking about the shotgun alone):
- IF the shotgun is fired at an INNOCENT civilian, i.e one that has not collaborated with the insurgents for 1 min + all the other rules that apply to be an innocent civilian, then the Blufor team should lose "some" intel points, the specialist loses the 100 team points and the respawn time would be that of an innocent civilian being shot.
- IF the shotgun is fired at a COLLABORATING civilian, i.e one that has just been involved with insurgents like using the med kit, THEN the Blufor team is rewarded the intel points and the specialist awarded the team points.
In my view this would provide civilians with more of a chance ingame, and specialists would be more cautious as to who they blast with their shotgun
Please Discuss