Easiest way to end /kill is:
[ul]
[li] Count it as a Kill.
[/li][li] -5 XP per SelfKill (2 lights, 2 sense, 1 class)
[/li][/ul]
Its that simple.
Easiest way to end /kill is:
[ul]
[li] Count it as a Kill.
[/li][li] -5 XP per SelfKill (2 lights, 2 sense, 1 class)
[/li][/ul]
Its that simple.
I disagree with penalizing /kills, they are often usefull, for example to change class, if you are stuck somewhere or if you want to spawn at a different spawnpoint.
It would be a lot easier to simply allow /kill only during the 5 sec before your team respawns, that would enable all legitimate /kills and make /kills to avoid getting killed a lot harder.
my idea exactly senator (but then 3 secs) 
This would keep any legitimate use of /kill possible, and prohibit all the others. And count it as a death as well to give some meaning to ratios again.
Still won’t appease the xp-whores however, who will still squeal that you’ve denied them their rightful XP :banghead:
Theres a spawn timer for a reason. It should be used. Eg, you die @ 29 seconds left till spawn then you deserve to need to wait. I for one use /kill a good bit but I still see why theres certain things in the game. Basically, with /kill letting users spawn etc nearly whenever they wish its kinda just denying the purpose of a spawntimer in the first place.
I mean, spawntimers have been ‘tacticly’ overcome already with such things as killing on 2 as a team m8 waits to cap say, Oasis’s Old City… the idea in the first place is that you can cap it say with one man with 25 seconds to spawn and they gotta hold it till team arrives or till they spawn. Not so he can cap and team m8s are already there straight away. Quite bullshit tbh.
i can’t wait for /kill to start counting as a death. might make battery and fuel dump more playable.
poeple who use /kill to avoid dying are tossers