Please change the way /kill works in ET. I suggest that a person using it should be forced to sit for the remaining time until respawn +1 full respawn period.
BTW: :moo: <–wtf is this?
Please change the way /kill works in ET. I suggest that a person using it should be forced to sit for the remaining time until respawn +1 full respawn period.
BTW: :moo: <–wtf is this?
I would agree to some sort of “punishment” for slash-killing…
I’ve noticed there are people that will /kill themselves if they think they’re about to die in a firefight. Now in vanilla Wolf the /kill practice was used to catch the next respawn in most cases. That I don’t have a problem with necessarily.
The problem is that people can /kill themselves to keep an opposing player from killing him and gaining XP from the kill. It’s a very sneaky method and I hope something will be done to curb it.
The reason I think that it should be curbed in ET and not RTCW is because in ET /kill is a tactic that weakens the other team more so than in RTCW.
A longer spawntime would be fine or even something as small as taking 3 pts. away from XP even would be a start. Slash-killing is already useful as a method of getting health/ammo and respawning in a better position, I just don’t think it should be used to deny an opposing player his XP. Especially if he’s already taken 95 points of damage off of you :rolleyes:
My 2 cents worth of course, tell me what your feelings are about this.

Ike-T
Or maybe just award the XP to the last person who hitted him / did most damage.
Pretty silly, I’ve never seen somebody do this. I think most folks are having a hard time learning the good things to do, let’s not worry about the folks who think /kill is a good idea. They’ll never get the necessary battle sense XP anyway.
If /kill isn’t an option, people will just save a grenade for suicide, then tap out, so it would solve very few problems.
As a mortar soldier it can at times be impossible to get ammo, and since you’re usually far behind the front it’s not easy to do a kamikaze run to get killed, so /kill is a quick and easy way of stocking back up.
Not to mention when you need to change class for whatever reason, if there is a need for a different class I will change, then /kill. If i had to wait a full period as a penalty it’d take a lot more for me to consider changing class. likewise on battery it’s a bad idea for an Axis to go kamikaze down to the beach just to change kill himself as that gives away a uniform.
/kill can be abused, but it has some real value too.
i’ve never seen anyone use /kill in a middle of a fight.
I use it all the time though if I’m a mortarman.
I think you guys missing the pint of what I’m saying…
/kill is a valuable tool and i’ve used it quite a bit while going panzer when i run out of ammo.
I’m definitely not sayig take it out, my point is that I think it should take away 3 pts experience from you (like it took away points in Wolf)
This is more of an issue in organized matches where it will be crucial to gain XP over time and I don’t see it on servers that much…
IMO I think it’s kinda lame if I shoot someone down to 5 health and they just use the /kill to keep me from getting XP as opposed to using it for respawn purposes…
Ike-T
well if I have 5HP and out of ammo, and I’m right beside the spawn, and I see there is 3 seconds till respawn, why not use /kill?
you talk like ppl use /kill in a middle of a firefight all the time. I’ve never seen it done. and losing a few kills shouldn’t have an affect on your overall XP in the long run.
Same issue with engineers stealing your XP when you basically did 90% of the constructing and the XP goes to the leech who just came. sure it happens, but it isn’t gonna have a long term affect on your engineering XP if you’re a decent enough player. you probably won’t even notice it in 5 mins.
if those few extra XP points that you lost is seriously affecting your play, then you need some improvement.
making /kill cost xp wouldn’t be very fair… seeing as i only suicide if i get stuck on the map; ie. between the boulders in fueldump.
I have seen the /kill to deny xp, perhaps you folks who havent seen it have yet to play in an organized match situation… but that is not my real concern.
In addition to the deny XP thing, abusing /kill it the easiest way to get a fast recharge on a low level field ops/ panzerwhore/covert ops. I’d rather see the slashkiller take a break in the corner for a ‘timeout’ 
Imagine a match situation- attacking seawall battery against a covert ops who uses /kill to recharge his pack to blow the ramp repeatedly… if the allies can even get there because the axis panzers shoot, /kill come back shoot/ kill etc and the field ops are spamming airstrikes on the ramp build spot using the same strat. There will be no back door sneaks because organized clans wont go out . This is the current future of match play in ET.
Take a look at strats in current competitive rtcw and ask yourself how much different the game would play if /kill caused the user to sit for an extra spawn - no more instant team regroup, no more massive panzer spam, no more instant fallback for defenders who are way out of position…
it was never a problem in rtcw ladders so i dont see why it would suddenly become a problem in ET ones.
I think 3 or 5 xp taken away is fine, besides its not that much and I would still use it for the sheer fact that I would make the xp up within 30seconds.
I dont see it done that often, and battery is extremely easy to defend, so I dont think the covert ops would be doing that all the time, its a waste of time.
i think /kill should be nerfed make the /killer spawn with 0 charge or sumthing, its there for people who get stuck in the map not as a tactic, it isnt what you would consider part of the game, u can nade yrself but im for that because it takes a full 4 seconds to do that /kill is instant, /kill increases the spam, also if the defedning team is outsmarted and finds the allies have bypassed them they shouldnt be able to /kill and spawn they should suffer for their error.
/Kill should not be a useful feature for pubs clan games or anything play the game its meant to be played.
In RTCW, lamers /kill when they’re about to get killed so as not to effect their kill/death stats. I think /kill should count as a death rather than a suicide, as well as losing points, and that would stop /kill being used for lame reasons in E.T.
However, /kill is still a valuable tactic and I use it all the time when appropriate, i.e. I’m a Medic with no ammo (not even Pistol) and there are no Field-Ops, or they’re not giving ammo. I think it would be going over the top to adversely penalise players for using it, just make it so that the cost of doing so is such that it isn’t overly abused.
it shouldnt be a valuable tactic, it isnt in the options menu to be bound im close to 99.9% sure it wasnt placed in the game for the reasons its used.