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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2018-01-24, 00:54 | #21 |
Join Date: Apr 2013
Posts: 113
Canada
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Re: CIVI Issue? Change? Bug?
I swear the intel lost for killing a civi was -10 for the longest time. Did it get changed recently? It seems unfair that intel gained for arresting a civi is greater than intel lost for killing one. That's probably why it's so easy for Blufor to reveal caches. Plus the fact that I don't think Blufor even needs to kill insurgents to gain intel, just wound them: in the past, the 2nd cache has been revealed before the scoreboard shows 50 kills for blufor (maybe that's been changed, but I honestly doubt it). It's easy for Blufor to reach the 50 kills [supposedly] required to reveal a cache, which isn't even necessary since the first cache is always revealed to them for free! All of this combined, it's no wonder Blufor has to put in virtually zero effort to reveal cache locations.
That being said, just because the cache location is known doesn't mean it's easy for Blufor to actually destroy it. IMO the devs have done a good job of providing insurgents, Taliban, etc. with the tools necessary to defend caches effectively. Civis are especially useful for building hideouts. But as of now, the ideas of civilian martyrdom, rules of engagement, and Blufor having to diligently search for hidden caches, are long dead concepts. Sorry to get so melodramatic. Rose-tinted glasses can do that to me... |
2018-01-24, 01:58 | #22 |
Join Date: Feb 2009
Posts: 790
United States of America
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Re: CIVI Issue? Change? Bug?
I might have pulled my shovel out earlier. Interesting.
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B4TM4N |
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2018-01-24, 11:57 | #23 | |||
PR:BF2 Developer
Join Date: Jun 2011
Posts: 983
Portugal
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Re: CIVI Issue? Change? Bug?
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PS: For more details you can open the file "Project Reality BF2/mods/pr/python/game/realityconfig_local.py" and see some configuration values and their descriptions. While these configurations may differ slightly from the ones used in deployment servers, regarding insurgency and civilians I believe its all the same. === edit === I fucked up. Civilians that are inside ROE (can be killed) can be close to civilians outside ROE (cannot be killed) without affecting their status. In other words, the proximity check only verifies for armed players. Quote:
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Last edited by [R-DEV]UTurista; 2018-01-24 at 19:43..
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2018-01-24, 21:25 | #25 |
Join Date: Jun 2010
Posts: 2,332
Canada
Location: Montreal, Quebec
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Re: CIVI Issue? Change? Bug?
Frankly speaking the Civilian kit was designed to be "anti-fun" all around, the "fun" was always subjective. Being slaughtered as a civi is no fun, but the most common interaction with blufor. Having civilians run into the line of fire is very troll and is the inverse of slaughtering civis in that the majority of the time said civilians are aiming to be martyrs. I really doubt that many civi, or rather unarmed insurgents would gladly throw their lives away by running directly into the line of fire. It's just wasteful and against human nature, so why does the game induce this type of behavior?
Yea, civi kit has been a shit show from the get go. |
2018-01-25, 03:25 | #27 |
Join Date: Jun 2008
Posts: 966
Canada
Location: Nova Scotia
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Re: CIVI Issue? Change? Bug?
It's a troll kit, like murphy said. When players use it, it's impossible to realistically portray it. A civi' s ingame job should relaying/spotting intel from obviois positions, where an armed INS would just get shot, and stopping bluefor from indiscriminately shooting everything with their large weapons, but not to the point you run into fire. Basically making sure CAS is kept at bay and forcing armour/explosive to be shot at point targets not splashing off everything.
I love seeing a squad of 6 stupid civis roaming the desert on Basra and shotgunning them all, but I miss when you could use them effectively as bait for a bluefor soldier trying to arrest them and bring brought into an ambush. |
2018-01-25, 20:21 | #28 |
Join Date: Feb 2009
Posts: 790
United States of America
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Re: CIVI Issue? Change? Bug?
You are walking the line of fun x realism.
Civvies were useful and fun. |
B4TM4N |
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2018-01-27, 20:29 | #29 |
Join Date: Jan 2014
Posts: 528
United States of America
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Re: CIVI Issue? Change? Bug?
Good Afternoon,
Regardless of the run'n'gun blufor asset whores opinions of CIVIes are, they are very useful. Some point to the fact that in reality they just plain wouldn't do what CIVIes do in the game, wait, is this a game or reality? If it is reality, I'm not running into any line of fire. Some term CIVIes as trolls, well, again, if you just want to run'n'gun then I guess they are. If we totally want to get "reality" into the mix, make all arrests with zip ties instead of a "beanbag" effect of a shotgun. Let's talk about that supposed "reality" shotgun and how it is not "reality". If we were going to make it more "reality", make the "beanbag" part a separate gun choice. Now all of the above is my frustration with blufor whores and asset whores. If the only reason you want to play PR is to only play 4k asset heavy maps, you are not living in "reality" where urban warfare is a part of every war. When I squad up CIVIes, I mostly stay around the vicinity of the cache to "intel defend" the unknown cache. It never ceases to amaze me how people never pay attention to faction or specific kit fashion choices. CIVIes NEVER have a HEADDRESS or HELMET on. Continue on.... |
2021-12-09, 08:38 | #30 | |||||
Join Date: Dec 2018
Posts: 470
Ireland
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Re: CIVI Issue? Change? Bug?
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It is un-fair along with the shotgun instant arrest taking the work out of teamwork for BLUFOR, plus taking many other potential realistic situations away from Project Reality since we can't gather. Not smart to gather with shotgun instant arrest since breacher could come along with a shotgun at any moment. It could be made to reduce stamina and intel wise everything should be balanced. Its about how the BLUFOR treat and deal with the populace in an insurgency combat setting. Treat civilians nicely, abusively, detain as needed for intel or ignored completely focusing on gathering intel from fighters. Quote:
This video is rock kill then martyred as it should be- https://www.youtube.com/watch?v=vlSmgsLOL_c This video is rock kill then killed for helping insurgency- https://www.youtube.com/watch?v=-W5g9dqfGa4 Rocks in a crowd setting are a very effective weapon. If it takes one guy 3 rocks to kill to the head imagine what 10 civilians could do. The only problem is that breacher shotgun preventing us from gathering due to instant arrest. Otherwise what is point of the rock if we shouldn't gather due to a single game function? It would be funnier if shotgun was stamina removal, 100% realism, used either to defend against rock throwers or arrest them. Maybe encourage proper use of shotgun riot control tool as multiple headshots can kill, a single headshot from shotgun should be -1 intel and -25% health on civilian as it causes anger among populace (See the news)---> https://www.youtube.com/watch?v=ZleeM_8eTnA . This could mean up to -8 or -13 intel per civilian killed depending on values. That would be brutal giving 3 bean bags to the face then just shoot the civilian with a rifle. Tactic effectiveness of the civilians/insurgents decide shotguns purpose. Quote:
We can't gather if shotgun instant arrests though, shotgun should only remove stamina. So we can shoot then drop weapons then blend among civilians while we wait for our 2 minute timer. This would require BLUFOR to remember description of clothing while civilians shield that particular guy from view, another realistic feature that could happen. Giving fairness of chance to escape, strength in the crowd tactic, they cant arrest everyone unless they have enough people with cuffs. Plus insurgent fighters have a minigame to shoot BLUFOR chasing their walking civilian with cuffs. Shotgun already takes 3 types of ammo without actually changing ammo between bean bags, buckshot and door breaching rounds. Quote:
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They either occupy their dwelling isolated, shoot then drop weapons then blend among civilians, protest gathering for strength of the crowd against occupiers as eyes, ears and human shields for their armed neighbors. Simple human nature can be applied to this games logical playout. | |||||
Last edited by Grump/Gump.45; 2021-12-09 at 08:50..
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Tags |
bug, change, civi, issue |
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