How often do you use selfkill?


(Erkin31) #41

Massive self kill after a flag capture in ET at the perfect timing : Just impressive to play and to see in spectator !
I think it was a really great tool for [the B]teamplay [/B]in ET/ETQW. In DB, the self kill is really not enough useful, we lost (again) a deep thing.

Don’t remember to use it a lot in DB, but I use it a lot in Tribes ascend (useful in this game).


(warbie) #42

Agreed :slight_smile: You won’t find a better, more obvious example of synchronised teamplay in a fps. Anyone with more than a cursory understanding of the game - i.e everyone spectating - understood and appreciated exactly what was going on. It looked great.


(Mustang) #43

It’s time based, if you were damaged in the last X seconds and die (selfkill) they are awarded the kill, just wait a bit longer before slashing out if you want to deny them. :tongue:


(Sun_Sheng) #44

True, but sometimes I’ve left it for what feels like 10 seconds, maybe less of course, and it still gives them the kill, and always adds a death for me. Plus, sometimes waiting would mean I miss the spawn wave so then I’d need to wait 30 seconds with no ammo, and/or give them the kill.


(onYn) #45

Can´t you add a kill notification, and instead of showing the enemies rifle as killing weapon use the knife symbol? That´s something that would overall make some sens, since you forced him to kill himself and a knife is a plausible tool for killing yourself in any situation (self killing with a gun needs amo which you may not have at some situations). This would first feel better then just getting xp for the killer and also make selfkilling much less attractive - since it would look (maybe just almost and not exactly) like you knifed him.


(Sun_Sheng) #46

Perfect team self kill and if only for the fact it’s still remembered as a great moment even after all these years, it’s a great example of one of the many reasons enjoyment is currently missing in so many ways

sqzz flagcap on supply: http://youtu.be/YxEVqR2H0pw


(warbie) #47

That’s great :slight_smile: sqzz was in our RTCW and then ET clan for a few years and often did things like that. I used to try and keep up with him when he had the docs - no chance!


(Sun_Sheng) #48

[QUOTE=warbie;516281]That’s great :slight_smile: sqzz was in our RTCW and then ET clan for a few years and often did things like that. I used to try and keep up with him when he had the docs - no chance![/QUOTE] aye, his movement was frightening! I remember him coming on our server one time with a fake nick and fair to say he pwned 3 of us on his own!!

Which clan were you with? wDw?


(warbie) #49

It was Kaizen or KZN. We never got beyond mid tier, but had great fun with RTCW and ET for many years :slight_smile:


(tokamak) #50

[QUOTE=Sun_Sheng;516277]Perfect team self kill and if only for the fact it’s still remembered as a great moment even after all these years, it’s a great example of one of the many reasons enjoyment is currently missing in so many ways

sqzz flagcap on supply: http://youtu.be/YxEVqR2H0pw[/QUOTE]

Impressive but how did the selfkill add anything to that?


(montheponies) #51

You see all those soldiers spawning in? - they would have spawned back at the original starting spawn, as sqzz is going up the stairs u see players selfkilling in anticipation of the grab. he hits the flag pole just in time for a full team spawn on the forward flag, giving the attack a massive advantage.

apart from the excellent use of self kill, the sheer excitement of running to touch the flag should be considered against the current mechanics we have in DB, can you really imagine someone watching a youtube clip of a player sitting in the capture zone for 30s?


(Glottis-3D) #52

[QUOTE=montheponies;516307]You see all those soldiers spawning in? - they would have spawned back at the original starting spawn, as sqzz is going up the stairs u see players selfkilling in anticipation of the grab. he hits the flag pole just in time for a full team spawn on the forward flag, giving the attack a massive advantage.

apart from the excellent use of self kill, the sheer excitement of running to touch the flag should be considered against the current mechanics we have in DB, can you really imagine someone watching a youtube clip of a player sitting in the capture zone for 30s?[/QUOTE]
this clip alone can push people to play ET even now.
and there is nothing in DB clips, that will do the same.


(Sun_Sheng) #53

[QUOTE=montheponies;516307]You see all those soldiers spawning in? - they would have spawned back at the original starting spawn, as sqzz is going up the stairs u see players selfkilling in anticipation of the grab. he hits the flag pole just in time for a full team spawn on the forward flag, giving the attack a massive advantage.

apart from the excellent use of self kill, the sheer excitement of running to touch the flag should be considered against the current mechanics we have in DB, can you really imagine someone watching a youtube clip of a player sitting in the capture zone for 30s?[/QUOTE]

What he said +1


(tokamak) #54

Ah cheers, I thought it was about the selfkill he typed at the end of the video.

Though, wouldn’t be a more elegant solution to have a ‘teleport to’ option whenever a forward spawn is captured? Like a vote message:

'Your forward spawn has been captured, do you wish to regroup F1= yes F2=np (5 seonds remaining)"

That would make those situations happen more often without all the additional lameness of selfkill. Don’t call it a teleport of course. It’s not a respawn either. Call it a ‘regroup’. Just the entire team receiving an (optional) bonus for having captured a spawn.

That would truly recapture the spirit of W:ET and even ETQW. ETQW mainly due to the team-sizes always resulting in a whole wave deploying right after a well timed capture.

Sure, annoying for targets ‘zapping’ away mid-fight. But at least then it only applies under strict conditions and stops players from other contrived ways of respawning.


(Sun_Sheng) #55

The problem you would then have is focus. In the days of ET, you would have an autoexec set up for each map and a pre-defined set of keys so for example if someone wanted to spawn at the rear spawn they would press f1 …second spawn f2, or you could have it cycle so spawn point 3 would be 3 presses. In the case of the forward spawn capture in the video you would hit one key and /kill. If you for some reason later in the game wanted to spawn at that forward spawn instead of the cp, you would use your other binds to toggle between spawn points, then /kill.

Introducing a vote option or something similar, whilst on the face of it would work, in actual gameplay it would take your mind off the game by forcing you to read the message, make choices as to what to do, etc etc. /kill as it was would be a better system since you would default to the spawn point just captured, and without the worry of timers etc.

Having said that, until SD improve the maps, make them larger with forward and rear spawns or alternative routes, the value of /kill is massively watered down whatever system is in place


(montheponies) #56

There’s nothing contrived about what’s being done. A rationale decision is being taken by the player to end his current instance, for a material gain. Why do we need to make the game provide overt tools for something that already works - just to suit some lame idea that taking the decision to end your current instance in a planned and rationale manner is somehow ‘wrong’.

I’ll give you another example - if you’re on defense you would normally send your PF to the flag, he’d wait to the 2s mark and retake - thus putting the attackers (including those who just \kill’d for a regroup) right back to the first spawn, allowing the defense to push back out. This gave a great incentive to the defense to not sit static.


(tokamak) #57

Well if it worked as you say it does then people would be using it more. But DB doesn’t play like that and selfkill doesn’t really offer the benefits it had in older games.

In the end it’s mainly just a trick to cope with unpolished mechanics. It was fine a decade ago but it’s no longer the standard we’re running with today.

So let’s salvage the best parts, improve them further and give all players that jolt of serotonin whenever they manage to give their entire team a free regroup by being the hero that took the forward spawn.


(montheponies) #58

[QUOTE=tokamak;516325]Well if it worked as you say it does then people would be using it more. But DB doesn’t play like that and selfkill doesn’t really offer the benefits it had in older games.

In the end it’s mainly just a trick to cope with unpolished mechanics. It was fine a decade ago but it’s no longer the standard we’re running with today.

So let’s salvage the best parts, improve them further and give all players that jolt of serotonin whenever they manage to give their entire team a free regroup by being the hero that took the forward spawn.[/QUOTE]

Really you’ve missed the point and i really cba trying to explain it only to end up with the tired and hackneyed “it’s just nowadays we do things a lot better” pish. I’ve heard that about nearly everything from objective mechanics to classless objectives and yet to see any empirical evidence that SD have come up with anything that comes close to matching the previous iteration, never mind exceeding it.


(tokamak) #59

Then let’s find it. Self kill itself is just a crutch that the old game has started to rely on. Eliminate the crutch but recognise the flaw it supported and a whole new range of options open up.


(.N.E.R.D.) #60

Has no really use in this game at the moment. (Talking about pub here) I use it rarely only to switch merc or some silly stuff like that :slight_smile: