Argent Mordred
DUST University Ivy League
21
|
Posted - 2013.11.20 14:49:00 -
[1] - Quote
For fratricide, can it be consider justified and automatically count for less or forgiven under certain conditions if they run out in front of you? For example, if you are firing and damaging an enemy player and a team member under a certain amount of health walks in front of you, the TK only counts for half or is forgiven. Obviously this should be restricted so that it can't be abused to shoot an enemy and then step behind a friendly and fire at him. But if I am in cover and I am hitting an enemy, then I team kill a friendly with only ten to twenty percent of his total EHP left, I think the game should acknowledge that it was probably an accident where he got in front of me. |
Argent Mordred
DUST University Ivy League
21
|
Posted - 2013.11.21 06:51:00 -
[2] - Quote
Quil Evrything wrote:snip
Sorry about the length.
Note the fact that it requires the person to have very low health, so not lenient. Also, if you are between the enemy and the griefer, how is he supposed to hit them before he kills you?* He would have to shoot the enemy, triggering the 1.0 sec immunity from tk penalties, and then aim and kill you in 1.0 sec or less. Also, it could require you to be standing still (or at least mostly still) so that if you are under cover and shooting, and then someone runs out in front from behind your back, you are not penalized as heavily.** However, if you try to shoot an enemy and then strafe your fire into a team mate without penalty, it wouldn't be easy as the margin would be slight, and lining it up would take time.***
And I have had times where a blueberry stepped right in front of me at the exact same second as I pulled the trigger. For a real example, I had finally lined up a perfect headshot and I pulled the trigger, half a sec afterwards a knee appeared in the center of my scope right as the rifle fired. It was a pub match. I almost wished for friendly fire so he would not run out and stand in front of a crouched sniper ahead of him. I had decide to position myself in front of others on the hill, so they weren't running in front of me and getting in my way. I thought they would work around me as I wasn't getting in their way.
What about grenades? A griefer/new player (first fw battle) could just run right past after a grenade was thrown into a room or group of enemies. You would have not been spamming, but just doing your job, breaching an objective, room, or such; when a blueberry decides to throw himself past you on it. Reasonably experienced players do this on occasion. Ask Fire of Prometheus about one of the recent pc matches. I threw a grenade and then he walked right into it, despite having been five to eight feet directly behind me. I was within his LoS.
Finally lots of players are clueless. The only way to avoid any chance of someone jumping right in front of your fire would be to not shoot if in a group of more than two other players. Thus far, I have never had any major incident I can think of where I wasn't able to stop firing in time. The most TKs I have ever gotten in a PC is two or so. However, friendly blindberries seem determined to cluelessly wander into fire as I am shooting to test my reaction time. Like monkeys on a typewriter, given enough time and the amount of players, it is bound to become a problem that is a pain for a percentage of players (though possibly a sizable one.)
Unfortunately, I and everyone else in the human race has limited reaction time; and if tking penalties are too strong for minor offenses, then all it does is frustrate players by requiring grinding 50 or such matches because a few kill-crazed players wandered into their own teams orbital despite the effects warning them.
I am pretty sure if you analysed the matches, the number one thing that would be come apparent is that if more players are present, someone will mess up. It would be become a law of probability, "Wherever three or more players are gathered, it is almost assured that someone will do something more idiotic than Leeroy Jenkins."
In short, stuff does actually happen that isn't always your fault. However, there are some simple parameters that would allow the game to avoid penalizing players for that while minimizing unintended consequences.
*Hint, you are in his way. The system would work that you have to hurt an enemy then tk to be forgiven, so you can't tk and then shoot an enemy to get away free. ** Or at all, it doesn't have to be a tk or not tk, there is room for degrees. *** Which you don't have in a firefight. Might not prevent the possibility, but if the margin is small and exceedingly difficult to do, most won't waste time but find easier ways to grief or not bother. |
Argent Mordred
DUST University Ivy League
23
|
Posted - 2013.11.22 03:20:00 -
[3] - Quote
Quil Evrything wrote:1. and this exactly fits in with what I was describing. you havent said anything that makes it an exception from "you should have checked your TACNET". You didnt bother, because you *didnt have to*This would make it that you will have to. already covered. Quote: Finally lots of players are clueless. The only way to avoid any chance of someone jumping right in front of your fire would be to not shoot if in a group of more than two other players.
That is grossly overstating. 2. More accurate would be, "don't group up with people you dont know have a clue"
1. I do check my tacnet, I am often in place or on point, then a random (not a squad or corp member) blufor runs out in front of me when he was behind me anywhere from five/ten feet to off the radar. I am not firing over his shoulder. I am also not worried about people fleeing towards me, I can see them. It is people who come out of nowhere from behind through the middle your firefight. I also can't see the map and use a sniper rifle's scope, last I checked; next time I play I will make sure. If you make a wide radius with everyone behind you and too close, and some one stills tries to run out in front of you when you have already opened fire, I am hard pressed to see how you are at complete fault.
Usually a round or two at most hits, but eventually something is going to happen to a surprising amount of players. Say someone rushing into a friendly's lane of fire while being hit with lots of enemy fire, the enemy gets an assist and you get a tk. Also what about weapons that physically can't stop or are high damage/ one hit kill weapons, such as the burst weapons. What do you think will happen if a blueberry runs from off screen into the path of a burst hmg right as it starts it's forty round burst? If it is like the burst rifle, it won't stop firing when you release the trigger. Or someone darting in between two people in a cqb firefight when the friendly one has an breach shotgun, say either on flat ground when the team member is aiming for a headshot or when the tk bait is in a militia or basic scout suit.
2. I am not in a squad with them, the matchmaking just happened to put us on a team. And being on a team means that you work together sometimes to take an objective even if a lot of the team tends to lemming rush into enemy and friendly fire. Otherwise, I suppose we must try the strategy of the whole team breaking up and going after completely different things and see how that does(n't) work. |