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Storm Shelton
0uter.Heaven
124
|
Posted - 2014.03.08 16:47:00 -
[1] - Quote
I still say again: If you are revived, There should be no point put towards your death count. Or, You could have an option in the settings of the game that automatically gives the rezzer zero-opportunity to pick you up, Due to player not wanting to be rezzed in the first place.
I know some players like to start fresh. When you have some blue keep picking you up in the line of fire and go down again, It wastes time. Time they could be spending on respawning on the closest uplink & reinforce his/her squadmates properly.
I just want rezzers to use their needles wisely and in ways that benefit the team; Long-term gain. Make every situation count.
I know this is just gonna be another unheard plea, But the ignorance be damned -- I'll never give in.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Joel II X
Dah Gods O Bacon
1530
|
Posted - 2014.03.08 16:51:00 -
[2] - Quote
Hear, hear. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1920
|
Posted - 2014.03.08 16:56:00 -
[3] - Quote
If you want to be a real tryhard you have to try harder!
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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DootDoot
Da Short Buss
206
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Posted - 2014.03.08 16:59:00 -
[4] - Quote
There is a long feedback thread about this.
https://forums.dust514.com/default.aspx?g=posts&t=129679 |
Storm Shelton
0uter.Heaven
128
|
Posted - 2014.03.08 17:20:00 -
[5] - Quote
Yeah, I've argued this many times beforehand. Its just a silly function in the game and some players take advantage of it in the wrong ways.
Its not being a tryhard to want success for the team. I want to win and I want my team to win. I'll do whatever my ck.0 Logi suit can handle in order for that to happen.
All in all, I just had to get this out there again. Its an unseen enemy for squads and every Skirm/Dom/Bush (Especially Bush) I play, It just gets worse.
And thank you for the attachment thread
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Sergeant Sazu
KILL ORDERS
12
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Posted - 2014.03.08 17:33:00 -
[6] - Quote
I don't think there should be a starter fit with a Nanite Injector. I hate to further screw over the noobs' learning, but I need to know someone who knows what they're doing is nearby. It's the same point, my time is being wasted.
In Planetside 2, you can accept or decline a revive. I like this, because I decline when I know I'm going to get shot down immediately. I care about my KDR, and reviving me just to get us both killed is messing that up.
Stacked Shield Rechargers and Armor Repairers.
Ready for another fight in 10 seconds.
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Xender17
Ahrendee Mercenaries General Tso's Alliance
1027
|
Posted - 2014.03.08 17:35:00 -
[7] - Quote
I wish it were a requirement to have a repair tool when you equipped a nanite injector. From a logi stand point it's just annoying to see people walk around with injectors gaining WP but hurting there team more than helping. From any other stand point it. I would rather respawn than be revived with only 30% of my armor which is just awful for any caldari or minmatar suits. And your pretty likely to die within 2 seconds.
CCP Saberwing "Vehicles have taken a step in the right direction"
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DootDoot
Da Short Buss
208
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Posted - 2014.03.08 17:39:00 -
[8] - Quote
Sergeant Sazu wrote:I don't think there should be a starter fit with a Nanite Injector. I hate to further screw over the noobs' learning, but I need to know someone who knows what they're doing is nearby. It's the same point, my time is being wasted.
In Planetside 2, you can accept or decline a revive. I like this, because I decline when I know I'm going to get shot down immediately. I care about my KDR, and reviving me just to get us both killed is messing that up.
Sure but that is PS2...
Dust has a very unique factor in it's lore tied to Clones and deaths. Preserving a clone on the battlefield should be almost the upmost importance in any engagement. Not only that but the 10 second respawn and load is enough time to loose an objective.
All Mercenaries should be picking anyone up instantly when they go down or as soon as possible. As saving a clone is the number one concern in any engagement.
The problem is you never truly died... You never lost your clone... So why are you getting penalized for a death? This is the fundamental issue with Needles.
Nothing to do with tryhards... Bad logi's... a new player picking up someone not smelling a trap...
If you don't die until you loose your clone? Everytime that player picks you up is a chance to defend your ISK investment on your clone.. This would benefit every part in DUST. The Killer, The Logistics, And the "Downed" mercenary.
This needs to happen to make the "Clone" experience feel complete in DUST 514. |
Joseph Ridgeson
WarRavens League of Infamy
688
|
Posted - 2014.03.08 17:41:00 -
[9] - Quote
Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning. |
Scheherazade VII
312
|
Posted - 2014.03.08 17:45:00 -
[10] - Quote
Storm Shelton wrote:I still say again: If you are revived, There should be no point put towards your death count. Or, You could have an option in the settings of the game that automatically gives the rezzer zero-opportunity to pick you up, Due to player not wanting to be rezzed in the first place.
I know some players like to start fresh. When a player has some blue keep picking them up in the line of fire and go down again, It wastes time. Time they could be spending on respawning on the closest uplink & reinforce his/her squadmates properly.
I just want rezzers to use their needles wisely and in ways that benefit the team; Long-term gain. Make every situation count.
I know this is just gonna be another unheard plea, But the ignorance be damned -- I'll never give in.
i completely disagree, personally I LOVE being revived AGAIN AND AGAIN WHEN I HAVE NO AMMO. I LOVE being rezzed constantly by a STD rez tool without being repped when I have no ammo.
It's like they put zero thought whatsoever into the revival mechanics. |
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Zahle Undt
Bullet Cluster Legacy Rising
854
|
Posted - 2014.03.08 17:54:00 -
[11] - Quote
At least your complaint isn't about the almighty KDR so I can respect that
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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DootDoot
Da Short Buss
208
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Posted - 2014.03.08 17:55:00 -
[12] - Quote
Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning.
This already happens in Battlefield and many other games .... Where clones aren't even part of the lore....
You get picked up in Battlefield and what happens? your still dead and get a death? Or they take away a kill from the person who shot you down? Not..
That is silly reasoning.. If the clone isn't terminated... You never died. Fact.
There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness.
The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence...
Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \
Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position.
When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after. |
Joseph Ridgeson
WarRavens League of Infamy
688
|
Posted - 2014.03.08 18:17:00 -
[13] - Quote
DootDoot wrote:Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning. This already happens in Battlefield and many other games .... Where clones aren't even part of the lore.... You get picked up in Battlefield what happens your still dead and get a death? Or they take away a kill from the person who shot your down? That is silly reasoning.. If the clone isn't terminated... You never died. Fact. There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness. The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence... Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \ Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position. When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after.
Deaths are simply statistics. If you are downed and revived, where you not already downed? Yes, you didn't lose a Clone and you could throw out minor semantics on what is considered death, but it doesn't change the fact that the player was downed/killed. No, the Clone/Character isn't killed but the amount of kills and deaths is a statistic that is meant as part of the game for the Players. I, at least for now, don't see a reason to have it not count as a death considering it counts as a kill for that person.
Would kills for the player only count if the person bled out? This would mean that a needle would prevent a statistic for the other guy. Since WP effectively means SP, that would mean that a needle would also slow down someone from capping out. If kills still counted, then why wouldn't deaths count?
I don't know if changing the needle to not count as a death would necessarily change people's behaviors about bleeding out. If you are in a Prototype suit, you are most likely in a squad and are going to wait for a needle if only because losing more than one suit would put you in the Red for that battle. Why do I generally bleed out and respawn? Because it allows me to change my fittings and doesn't waste time in the event that I am brought back with 15% HP and immediately killed again. If it didn't count as a death, I still wouldn't care because I would rather of just come back with a new fitting if the scenario called for it with full life, ammo, and choosing where I can spawn. With how fast spawn pads can be, I could spend more time waiting for a revive than just choosing to spawn.
Honestly, with Spawn Pads being increased in length of spawn time, I could see needles becoming more like the scenario you wanted simply because waiting 5 seconds for a needle would be faster than trying to spawn at an uplink.
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Storm Shelton
0uter.Heaven
130
|
Posted - 2014.03.08 18:18:00 -
[14] - Quote
Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning.
I really don't think it should count, Because the instant transferal of consciousness has obviously not happened. Therefore, No death.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Maken Tosch
DUST University Ivy League
7254
|
Posted - 2014.03.08 18:29:00 -
[15] - Quote
I agree there needs to be an auto-reject in place when it comes to being revived. This will definitely kill off the nefarious practice of infinitely reviving and killing the same person over and over in a FW match or in any other match for that matter.
Or at the very least make the reject option immediately available rather than waiting for the kill window to show up which by then I will be revived and killed once more.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Storm Shelton
0uter.Heaven
131
|
Posted - 2014.03.08 18:30:00 -
[16] - Quote
Joseph Ridgeson wrote:DootDoot wrote:Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning. This already happens in Battlefield and many other games .... Where clones aren't even part of the lore.... You get picked up in Battlefield what happens your still dead and get a death? Or they take away a kill from the person who shot your down? That is silly reasoning.. If the clone isn't terminated... You never died. Fact. There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness. The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence... Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \ Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position. When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after. Deaths are simply statistics. If you are downed and revived, where you not already downed? Yes, you didn't lose a Clone and you could throw out minor semantics on what is considered death, but it doesn't change the fact that the player was downed/killed. No, the Clone/Character isn't killed but the amount of kills and deaths is a statistic that is meant as part of the game for the Players. I, at least for now, don't see a reason to have it not count as a death considering it counts as a kill for that person. Would kills for the player only count if the person bled out? This would mean that a needle would prevent a statistic for the other guy. Since WP effectively means SP, that would mean that a needle would also slow down someone from capping out. If kills still counted, then why wouldn't deaths count? I don't know if changing the needle to not count as a death would necessarily change people's behaviors about bleeding out. If you are in a Prototype suit, you are most likely in a squad and are going to wait for a needle if only because losing more than one suit would put you in the Red for that battle. Why do I generally bleed out and respawn? Because it allows me to change my fittings and doesn't waste time in the event that I am brought back with 15% HP and immediately killed again. If it didn't count as a death, I still wouldn't care because I would rather of just come back with a new fitting if the scenario called for it with full life, ammo, and choosing where I can spawn. With how fast spawn pads can be, I could spend more time waiting for a revive than just choosing to spawn. Honestly, with Spawn Pads being increased in length of spawn time, I could see needles becoming more like the scenario you wanted simply because waiting 5 seconds for a needle would be faster than trying to spawn at an uplink.
I get saving player's suits and I try to do my best as a Logibro.
Yes, Being rezzed would be the fastest way to get back to the battlefront, However, A blue needle carrier coming to stab you after getting blasted by a tank or being ambushed by a squad of reds, That succeeds with the rez, Isn't very helpful at all. You'll be rezzed and be dropped as fast as you were picked up. That rez-ee could've spawned elsewhere and completely avoided that situation and regrouped with his/her squadmates to give some return fire on the lines. I could give two damns about KD/R. The presence of your team's resistance in the fight is what matters here.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
Garrett Blacknova
Codex Troopers
4533
|
Posted - 2014.03.08 18:33:00 -
[17] - Quote
FUNCTIONALLY, there is no benefit to having a good K/D.
The fact that it's tracked and has a leaderboard makes a lot of players fixate on it because they're used to it mattering in other games. Those people are bad at DUST.
Also, KDR is "Kill:Death Ratio" or "Kill/Death Ratio" (either is a valid writing). KD/R would be kills times deaths divided by R, with no clarification of what R is meant to be. Given that KDR is Kill Death Ratio, assuming R was ratio might make sense, except that it doesn't tell you WHAT ratio to be dividing by. At least you didn't write K/DR, because that's kills per doctor. Potentially funny, but even less likely to measure anything relevant to a player's skill.
K/D in DUST doesn't matter much. Kills per CLONE is more important. |
DootDoot
Da Short Buss
209
|
Posted - 2014.03.08 18:38:00 -
[18] - Quote
Joseph Ridgeson wrote:DootDoot wrote:Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning. This already happens in Battlefield and many other games .... Where clones aren't even part of the lore.... You get picked up in Battlefield what happens your still dead and get a death? Or they take away a kill from the person who shot your down? That is silly reasoning.. If the clone isn't terminated... You never died. Fact. There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness. The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence... Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \ Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position. When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after. Deaths are simply statistics. If you are downed and revived, where you not already downed? Yes, you didn't lose a Clone and you could throw out minor semantics on what is considered death, but it doesn't change the fact that the player was downed/killed. No, the Clone/Character isn't killed but the amount of kills and deaths is a statistic that is meant as part of the game for the Players. I, at least for now, don't see a reason to have it not count as a death considering it counts as a kill for that person. Would kills for the player only count if the person bled out? This would mean that a needle would prevent a statistic for the other guy. Since WP effectively means SP, that would mean that a needle would also slow down someone from capping out. If kills still counted, then why wouldn't deaths count? I don't know if changing the needle to not count as a death would necessarily change people's behaviors about bleeding out. If you are in a Prototype suit, you are most likely in a squad and are going to wait for a needle if only because losing more than one suit would put you in the Red for that battle. Why do I generally bleed out and respawn? Because it allows me to change my fittings and doesn't waste time in the event that I am brought back with 15% HP and immediately killed again. If it didn't count as a death, I still wouldn't care because I would rather of just come back with a new fitting if the scenario called for it with full life, ammo, and choosing where I can spawn. With how fast spawn pads can be, I could spend more time waiting for a revive than just choosing to spawn. Honestly, with Spawn Pads being increased in length of spawn time, I could see needles becoming more like the scenario you wanted simply because waiting 5 seconds for a needle would be faster than trying to spawn at an uplink.
Yet again This is already done in most games where the revive mechanic is present.... If you get picked up... Your death is removed. Do they remove the kill from the player? Hell no. It even worked like this in World of Warcraft Arenas FFS.....
The fact is Chromosome everyone had needles. (Dual equipment slots) And you could see your surroundings while bleeding out... And almost everyone waited to be picked up, largely TTK was better being a reason too...Now almost no one wants to be picked up ever...
This was the game dynamic then... it was amazing... made for faster gameplay... better squad team work and all kinds of stuff..
Penalizing someone for a death that never happened... After watching the entire Opening Video and start of DUST and clone loss and transferring consciousness makes absolutely no sense... No matter how the math of plus one subtract one can't compute in your brain.
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Storm Shelton
0uter.Heaven
133
|
Posted - 2014.03.08 18:39:00 -
[19] - Quote
Garrett Blacknova wrote:FUNCTIONALLY, there is no benefit to having a good K/D.
The fact that it's tracked and has a leaderboard makes a lot of players fixate on it because they're used to it mattering in other games. Those people are bad at DUST.
Also, KDR is "Kill:Death Ratio" or "Kill/Death Ratio" (either is a valid writing). KD/R would be kills times deaths divided by R, with no clarification of what R is meant to be. Given that KDR is Kill Death Ratio, assuming R was ratio might make sense, except that it doesn't tell you WHAT ratio to be dividing by. At least you didn't write K/DR, because that's kills per doctor. Potentially funny, but even less likely to measure anything relevant to a player's skill.
K/D in DUST doesn't matter much. Kills per CLONE is more important.
Yeah, KD/R really doesn't mean anything in this game. Some of the best players I've ever had the chance to meet on Dust had crap K/D.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Storm Shelton
0uter.Heaven
133
|
Posted - 2014.03.08 18:42:00 -
[20] - Quote
DootDoot wrote: Yet again This is already done in most games where the revive mechanic is present.... If you get picked up... Your death is removed. Do they remove the kill from the player? Hell no. It even worked like this in World of Warcraft Arenas FFS.....
The fact is Chromosome everyone had needles. (Dual equipment slots) And you could see your surroundings while bleeding out... And almost everyone waited to be picked up, largely TTK was better being a reason too...Now almost no one wants to be picked up ever...
This was the game dynamic then... it was amazing... made for faster gameplay... better squad team work and all kinds of stuff..
Penalizing someone for a death that never happened... After watching the entire Opening Video and start of DUST and clone loss and transferring consciousness makes absolutely no sense... No matter how the math of plus one subtract one can't compute in your brain.
Are you reading my mind sir?
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
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The dark cloud
The Rainbow Effect Negative-Feedback
2336
|
Posted - 2014.03.08 18:47:00 -
[21] - Quote
No you should still get a "death" on your scoreboard cause you have beeing outplayed by a other player. The revive is just a 2nd chance not a "i can get shot 30 times but have no death".
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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DootDoot
Da Short Buss
212
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Posted - 2014.03.08 19:03:00 -
[22] - Quote
The dark cloud wrote:No you should still get a "death" on your scoreboard cause you have beeing outplayed by a other player. The revive is just a 2nd chance not a "i can get shot 30 times but have no death".
Shoot them in the head? Every clone has a health-point value you can burn out... and the clone dies.
Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready...
This does nothing but add to the game experience and immersion into the whole Immortal Clone Soldier concept. |
Storm Shelton
0uter.Heaven
134
|
Posted - 2014.03.08 19:17:00 -
[23] - Quote
The dark cloud wrote:No you should still get a "death" on your scoreboard cause you have beeing outplayed by a other player. The revive is just a 2nd chance not a "i can get shot 30 times but have no death".
Yeah and you will get a kill regarding the outplaying you did.
Your argument is very elastic and vague. I can tell you as a Logibro, I don't spend all my time wandering the cargo hubs searching for a blue to rez. A successful rez will come with a good logi and most of the time that situation is rare or dire.
And on the rez-ee's defense, Say an assault gets ambushed my 5 tanks and then gunned down, And still having the option for a pick-up after the tanks go somewhere else. He should be picked up without a death. He didn't get outplayed -- He got screwed by tank spam. Nothing he could really do against it all. So one infantry vs. 5 tanks. Well played sir, Well played.
And certainly if you outplayed the other player, You can outplay him/her again. I am 90% certain (And I'm giving that a bit of leeway) that player will not be rezzed anyway. Also, Why do you even care about another player's death? When you're in-game, All you logically should be focused on is not dying yourself and killing reds or doing whatever you do.
Whether or not if CCP does take away the death count when a successful rez happens, Is not the main focus here and that is just a small part of all of this. It would be nice and it would help the game's dynamics make a bit more sense, But we Dust players are used to neglectfulness most of the time. Its quite obvious "The instant transferal of consciousness between clones" has not happened. But what do I know? I'm just a Logibro.
I really just want more awareness and good judgement when it comes to a revive. Save a suit, Save a clone and earn a bit of WP on the side. But, do it for the team. Don't rez someone who is obviously going to be downed immediately. Let them spawn elsewhere and get to the battlefront to help engage the enemy. Time is a very important thing.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Garrett Blacknova
Codex Troopers
4533
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Posted - 2014.03.08 21:17:00 -
[24] - Quote
DootDoot wrote:Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready... That's an awesome idea!
I'd start a petition IF IT WASN'T ALREADY IN THE GAME.
Downed clones have a pretty sizable HP pool though. |
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124
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Posted - 2014.03.08 21:24:00 -
[25] - Quote
Garrett Blacknova wrote:DootDoot wrote:Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready... That's an awesome idea! I'd start a petition IF IT WASN'T ALREADY IN THE GAME. Downed clones have a pretty sizable HP pool though. Some have 1,000 I'll shoot them for days waiting for a red crosshair...
1.8 will release...
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Dunk Mujunk
RestlessSpirits
534
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Posted - 2014.03.08 21:44:00 -
[26] - Quote
Strange thread. Seeing as how a nanite injector injects microscopic robots into the body of a clone to rebuild devistated body tissue, yea, you died. You didn't get hit in the balls, you're not down because it's hot and you need a glass of water. You are down because you died.
Man, the first 10 rounds from that rail rifle that hit me in the chest weren't that bad, but that 11th one really made me tired. Let me sit down and hope someone comes by with a needle.
If you need to have robots rebuild your insides, that means you were dead. Deal with it.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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Nothing Certain
Villore Sec Ops Gallente Federation
289
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Posted - 2014.03.08 21:50:00 -
[27] - Quote
The choice to revive or not revive isn't simple but I play for the team and the win and I don't want to get cloned out so as a logi I will try to revive you. It is true that sometimes it is better tactically to let someone die and change fittings, get ammo, or change locations by respawning but unless you are communicating with them you usually don't know. Yeah, I get as mad as anyone else when I die by some HMG spraying me in the face and get revived with the same HMG still spraying me in the face, but when the choice isn't clear I say needle every time. Sorry about your kdr, but you're on a team, act like it.
Because, that's why.
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125
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Posted - 2014.03.08 21:52:00 -
[28] - Quote
Dunk Mujunk wrote:Strange thread. Seeing as how a nanite injector injects microscopic robots into the body of a clone to rebuild devistated body tissue, yea, you died. You didn't get hit in the balls, you're not down because it's hot and you need a glass of water. You are down because you died.
Man, the first 10 rounds from that rail rifle that hit me in the chest weren't that bad, but that 11th one really made me tired. Let me sit down and hope someone comes by with a needle.
If you need to have robots rebuild your insides, that means you were dead. Deal with it. Then why is there a timer?
1.8 will release...
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Dunk Mujunk
RestlessSpirits
534
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Posted - 2014.03.08 21:59:00 -
[29] - Quote
Blood loss, tissue degradation. I'm pretty sure a piece of metal or plasma penetrating your skull or chest cavity isn't an issue you can deal with whenever you get around to it. You only have so much time to bring someone back from death before lack of oxygen circulating in the body results in a pile of 100% dead tissue that cannot be repaired.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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Dunk Mujunk
RestlessSpirits
534
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Posted - 2014.03.08 22:04:00 -
[30] - Quote
I can see getting revived not costing your team a clone. Not sure if it works like thay now, never paid attention but yea. If your name is on the right side of the killfeed, that means you died. I hate it for you, but such is life (and death).
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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