Please nerf slashkill


([B]Visa) #21

Once again I believe you’re missing my point…

Obviously on a pub (with the game being out for this short a time) you won’t see this happen too often. And of course if there’s 3 seconds left til spawn it’s a viable tactic…

I’m not advocating taking out /kill at all, there’s no way people would agree to that considering it wasn’t in normal Wolf…

I’m saying that why wouldn’t it be ok to have the player lose some XP for that (considering they lose points in Wolf)… and considering that XP is more important to ET than points ever were in Wolf I think it’s fair to talk about some punishment for that tactic.

“if those few extra XP points that you lost is seriously affecting your play, then you need some improvement”

I didn’t post in this thread to usher in a flame war, don’t insult me like that. If I’m on servers playing against the “l33t” players that are smart enough to use this tactic I can use all the XP I can get.

I’m pretty good at ET, worse than some and better than most (at this point), so don’t insult me with “you need some improvement”.

If you see someone use this method against you over and over again repeatedly, then come talk to me. Until then, try to understand the point I’m trying to make.

Thank you,

Ike-T

btw The idea about taking away the charge after respawn from a /kill is an interesting idea, thanks for bringing up good ideas :smiley:


([B]Visa) #22

In reality, the people that use these often will probably gain up higher XP than those that don’t…

Instead of waiting til they are out of ammo and get killed, they will start fresh over and over again to get quick kills right out of respawn.

Ike-T


(comm) #23

It was in q1,q2 and q3, dont you think id would have done something if it was taking away from the game. Its a wonderful tactic, and it should be penalized with just taking away xp, same with killing yourself, its just stupid to take it out, maybe if there was no respawn time, but even then.


(Kendle) #24

It’s great how all the old issues are re-surfacing again. The use and abuse of /kill was once a hot topic in the RTCW community (like over a year ago!).

You can’t argue that it’s not in the menus so shouldn’t be allowed. People would find other ways to kill themselves if they couldn’t use /kill, like get a team-mate to shoot them or blow themselves up with a Grenade. I know a nade takes time to explode, but most players who use /kill wait until just before the re-spawn timer hits 0 before doing it anyway, i.e. they’ve planned to /kill several seconds before they actually do, so using a nade to do it rather than a key bind is irrelevant.

If using /kill is not a valid tactic, then the whole concept of a game that allows you to rejoin the action no more than 30 seconds after you die with full health and ammo is equally invalid.


([B]Repoman) #25

I started this thread to promote discussion of the issue- people who can’t make their point without personal attacks should STFU.

Back on topic, /kill cannot be taken out of the game- it is a great tool if you are stuck somewhere and dont have a nade. Its also a very nice way to get a fresh load of ammo or to start out fresh or to switch classes, although suicide by enemy is another way to accomplish the same goal.

ABUSING /kill is alright too, I just feel that there should be some consequences associated with it - and my focus here is on league play, not pubbing around. Please keep this context in mind while replying. The only people who are abusing /kill on pubs are people far too concerned with their ratios.

As far as this being an old argument, Kendall is absolutely correct. Kill IS a valid tatic, so much so that it has changed the way the game is played more then any other recent strat that I can think of. Now is the time to apply some detriment to /kill ( folks please share ideas on this) , before it gets wildly out of control the way it has in rtcw match play.


(Kendle) #26

Repoman, I don’t think this thread is degenerating into personal attacks, not by usual forum standards anyway. :slight_smile:

As you say, and most would agree, /kill is, generally, OK. The issue is the consequences. As most do it to improve stats, the best consequence is to ensure it doesn’t effect stats. Simply making a /kill show up as a death in your stats will stop 99% of what could currently be considered abuse, and I’d add the loss of a few XP’s in there for good measure as well. These are the things that people care about on publics but which mean nothing in Clan games.

The only other suggestion I could make, thinking about it, would be to have different rules apply for public and competition. E.T. includes OSP, which has separate Public and Competition modes, so make /kill a death with loss of XP in Public mode, and a suicide with no loss of XP in Competition mode?


(wudan) #27

Well the consequence is that you are respawned way far away from your team, and you have wasted a lot of valuable time, having to march far far away. I guess if you are getting spawn camped and want to push out as many panzerfausts as possible, this tactic could set you up for it.

It’s not very cool, as far as I care, but it should be an option.


(DerKammisar) #28

… and you could always have limited lives on your server too. That way the /killer would need a medic nearby.


(ToeD) #29

/kill = no medic so your own team misses xp too :o
/kill = you get at the spawnpoint which is most of the time not at the objective and if you are at the spawnpoint there might be a panser there :o

basicly if you do it you only fool yourself by thinking that you have an advantage
unless you use it like you should of cours (no healt ammo)

if they /kill before you, why be mad? it really doesnt matter that much if you have a high light weapon level. only the reload is handy but level two is always gettable…


(Coolhand) #30

In my book /kill should only be used to deal with the “stuck in the scenery” problem (which, thankfully, seems a lot less of a problem in the ET maps). Using it for other purposes is contrary to the spirit of the game.

So, yes, I would be in favour of any moves to “nerf” its use, especially if it can be abused to deny an enemy a rightful kill.


(Gump) #31

I’ve never seen /kill used to prevent the opponent from getting xp in a firefight. It’s not a very smart tactic. If you want to /kill yourself, and save me some ammo, health and time, it just lets me get to the objective or where I need to be that much quicker.

However, there is a /kill abuse. A lot of times field ops will use this to get an instant recharge for airstrikes and artillery, because of the slow recharge time. Most maps this isn’t a great tactic because you have to make a big run from the spawn point. There are some maps its a good tactic though. On beach for example, an axis field op can use this tactic and get a constant barrage of airstrikes out of the bunker window (especially on servers with shorter respawn times). I personally feel this an abuse, and not at all what the command was intended for. There’s an easy way to deal with this aspect though, make you start out after a /kill with no power bar or perhaps half power bar.

If people want to kill to get more ammo, that’s no big deal, although I prefer kamikazing with my pistol or knife. By doing this, you create a good distraction for your team and end up with the same net effect.


(Coolhand) #32

Hear, hear! A good ENEMY distraction can be worth its weight in gold.

Compare with “OK, there’s a teammate on that flank, so that’s safe… now where’d he go? Must be enemies over there, let’s go look. Hmmm… only a gun on the ground. Oh, I see, he prolly did a /kill. Thanks a lot…” can be VERY distracting - to the wrong side.


(Ifurita) #33

You could make /kill require a vid_restart (like they did with com_maxfps changes) or just force people to do it via the UI, like ui_r_mode or something. That way, people can use it, but it’s a pain to do so.


(wudan) #34

Hear, hear! A good ENEMY distraction can be worth its weight in gold.

Compare with “OK, there’s a teammate on that flank, so that’s safe… now where’d he go? Must be enemies over there, let’s go look. Hmmm… only a gun on the ground. Oh, I see, he prolly did a /kill. Thanks a lot…” can be VERY distracting - to the wrong side.[/quote]

Well, some of us just get Post-Traumatic Stress Syndrome and start going crazy.

We all go a little crazy sometimes … generally I go on these suicide missions with the concept that survival is cool, but respawning with full health and ammo is cooler.


(Formaldehyde) #35

I have a great solution. Let’s get Splash Damage (or someone else) to come up with some decent OLTL/LLTL maps. End of problem.


(Coolhand) #36

Unfortunately, limiting lives does not solve the problem. Limited Life games reduces the objective to simply “kill all the enemies”, which is nowhere near as much fun.


(DG) #37

(Jack) #38

Good question! WTF is that?


(MadAxeMan) #39

Matter of opinion - I prefer “one-life” games to be honest. Increases the tension and my enjoyment. But like I said MOO.

Think a zero power bar and a death against is a great compromise. I have used /kill in the past - but only to get ammo when using mortar. I actually assumed it counted as a death.


(bani) #40

i sometimes use /kill if i need to be closer to a spawnpoint and im far away, and the respawn timer is nearing 0. its much faster than running all the way across the map.

using /kill to ‘deny rightful xp’ already has its consequences, you end up in the respawn queue and if theres a medic nearby who could have revived you, you lose out on tons of potential xp, strategic position, and might even cost your team the game.

i still dont see any problem with /kill, the negatives of using it are already severe enough.

and if you nerf /kill, then people will just start using nades or jumping off cliffs etc. so you wont have solved anything anyway.