Please nerf slashkill


(HellToupee) #41

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.[/quote] some of those games had no respawn time, /kill is for when you get stuck in the map, also if u /kill alot for health and ammo is that not what team mates are for, /kill should not be a useful tactic, kinda destroys part of the fun when you get in a battle in a clan match and then they all just /kill and come running back with their panzas and ammo ready again, /kill also increases the spam with lts and panzas avoiding recharge times. im not saying remove it, its in the game for when u get stuck and you do get stuck, losing xp spawning with no charge and it counting as a death in stats are all it needs.


(bani) #42

and being penalized for using it when you are stuck? ugh. i cant think of anything that would be any more annoying than that.

/kill already has enough penalty. dont make it worse.

besides, players will just use nades if you nerf /kill…

but then youll suggest penalizing players who kill themselves with nades, and end up penalizing players who nade themselves on accident… :bash:


(Coolhand) #43

Huh? Surely getting stuck itself is far more annoying than any penalty that might be applied for using /kill…

I agree completely with HellToupee. /kill as it is currently used is an exploit which spoils the game in many ways. It may well be accepted practice in clan play, but that’s just one more reason why I don’t play in a clan. I can certainly understand why “professional” clan gamers whose gameplay depends upon the abuse of exploits such as this would object to losing them… but for the more casual addict such as myself, they seriously detract from the fun, and are simply a royal PITA :stuck_out_tongue:

YMMV :slight_smile:


(HellToupee) #44

no nades are not a problem because it takes a long time to kill yourself with it, /kill is a instant bindable thing, death at the touch of a button, and how much do u get stuck it happens but hardly often.


([B]Visa) #45

Actually /killing has no penalty expect for waiting in queue to respawn, just as if you were killed by an enemy. The only thing I’m really looking for is for the game to treat it like a real death.

Count is as a death and take away some XP is best thing IMO…

btw I’ve been playing ET non-stop since it’s release and I’ve never gotten stuck in the map so I’m curious as to why anyone is complaining about this… I’ve played all 6 maps quite throughouly (even by myself to try to find good attack/defense spots) and I’ve never been stuck.

Only time I think I’ve been stuck was when I got boarded up in the fuel dump area one time and that was just my dumb luck :stuck_out_tongue:

Ike-T


(Coolhand) #46

I’ve never been stuck in any ET maps either. Frequently get stuck in various vanilla Wolf maps, though. Is it just good map design on SD’s part (wouldn’t be surprised), or something different about the way ET maps are built? If the latter, then there’s no reason I can see to keep /kill at all :slight_smile:


(bani) #47

/kill an exploit? rofl… thats a good one.

sorry, no matter how many times one might claim the sky is purple, it ain’t so. likewise for claiming /kill is an exploit.


(bani) #48

what, you don’t know how to get out?


(bani) #49

so the panzas will just suicide with nades, and you havent solved anything about the spam.


([B]Repoman) #50

Yep, sounds like a real negative there. And please inform me if I’ve taken you out of context. As far as nades go, it would take a good bit of preplanning to pull a nade, prime it and eat it (all the while making sure your teammates dont eat it too) as opposed to hitting your slashkill bind.

Bani, having played a bit with your work - I think you do have some interesting ideas, and I respect your opinions- but I have a feeling you would be totally against even thinking about any changes to /kill no matter what opinon or evidence was offered up. Why is that?


(bani) #51

if someone came up with a compelling evidence that /kill is a real problem and that there is a “real solution”, i’d be happy to hear it. so far that hasnt happened.

provide some evidence. record demos showing it to be a problem. prove it. if its such a widespread problem then there shouldnt be any problem providing demos to prove it.

all ive seen so far in this thread is basically “i dont like it” or “it lets panzerwhores spam”. i suspect its more the latter really though. and as i pointed out, nerfing /kill wont prevent spam as theyll just eat nades instead.


(comm) #52

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.[/quote] some of those games had no respawn time, /kill is for when you get stuck in the map, also if u /kill alot for health and ammo is that not what team mates are for, /kill should not be a useful tactic, kinda destroys part of the fun when you get in a battle in a clan match and then they all just /kill and come running back with their panzas and ammo ready again, /kill also increases the spam with lts and panzas avoiding recharge times. im not saying remove it, its in the game for when u get stuck and you do get stuck, losing xp spawning with no charge and it counting as a death in stats are all it needs.[/quote]

Thats what “you” think its in the game for, all in all it should stay, people do use it for alot of reasons, even clans, if its there use it, just like picmip 4 or rmse 1


(DG) #53

all that bani said :slight_smile:

plus, for example /kill change class to get an extra engi etc. the “cost” of /kill is the respawn queue, but usually more than that is the loss of position - can take a while (and some risk) getting back where you want to be. tbh would be a bit ridiculous player to /kill just to aviod passing over a tiny amount of XP, sounds like the sort of thing people make .avi’s of, with “N00B!!111” pasted all over it.

as for counting /kill as a death, i preusme you mean in stats? yeah ok why not - but tbh if youre that bothered about /kill and stats, who is it being the stats lamer?

having said that, im rarely against ideas liek this being optional to server setup; although should be a public var (filterable) and kept as normal for default…


(Riftgarde) #54

I use /kill because the fields ops are too busy blowing everyone up to give me more panzerfausts :frowning:


(SCDS_reyalP) #55

If it gets to the point where using /kill to deny the other team XP is seen as a viable tactic, I would say that something needs to be done. IMO, if XP stays in clan competition, people will certainly think about this (along with the various XP whoring things I mentioned in another thread). Whether it will work out is another question. The way I see it, if you can deny the other team 10% of their XP by making sure that you /kill just a fraction of a second before you die, that would be a significant advantage. The disadvantage is that you cannot be revived.

I have seen people in RTCW who seem to /kill when they are about to die in the middle of a gun fight. Maybe they saw their spawn time was about to expire, or maybe they just want too look l33t in the stats. I don’t see any problem with this in RTCW, because the effect is the same as killing them. It is a little bit frustrating, but doesn’t change the balance of the game at all.

If it becomes a problem, it would be very simple to give the XP to the person who damaged you most recently in the last 10 seconds. But I agree with bani and DG, we don’t need to ‘fix’ this until someone proves that it is a problem. As far as using /kill to get more support fire or PF spam, it can be done, but given that the charge times and respawn times are fairly similar, it won’t help you THAT much. Especially after you have leveled up a little. Again, wait for it to be proven a problem.


(Englander) #56

Ive never seen anyone /kill in a fight either in RTCW or ET and iam coming up to 2 years of play.


(Cyber-Knight) #57

the only time I’ve used /kill in a firefight is if a medic poisoned me in shrub RtCW, and I find that it is almost time to spawn.

i’m pretty much useless anyways if I’m poisoned and know that no medic is around to help me. and I don’t wanna wait 5-10 seconds knowing that I’ll die anyways and just needa wait 15-20 seconds more to spawn.


([B]Visa) #58

Thanks for not reading my earlier posts as I have NEVER claimed that /kill was an exploit…

Everyone read this please so I don’t have to repeat this a hundred more times:

I don’t think that the /kill command should be taken out of the game!

Now that that’s out of the way, my opinion is that it should be treated like a /kill was in vanilla wolf (docking the player 3 points)…

Of course, instead of points XP would be docked in ET…

In addition, I never claimed this was a widespread problem, please stop misquoting me… There are a select few that use /kill for more than resupplying and respawning advantages. My thoughts are that it would be nice to nip this in the bud a little bit.

Of course, this isn’t a tactic I’d imagine you’ll see too much on pubs in particular, so maybe this isn’t the correct forum to be posting on…

Anyways I’ve said my 2 cents yet again, please if anyone quotes me please at least read what I’ve written next time, thanks.

Ike-T

btw yes I do know how to get outta the fuel dump now, that happened to me in the first week or so the game had been out :cool:


([B]Visa) #59

You missed the point… The discussion about the /kill function is not about it’s use to get ammo, health, or a better spawn point. It’s about when it’s used to deprive an opposing player XP if he’s about to kill you.

Obviously it’s not widespread at all… Maybe I’m just curious why /killing doesn’t dock XP like it docked points in RTCW…

I’ve said it before… XP is much more important than points ever were in Wolf so I think it’s valid to give this a little attention.

Ike-T


(bani) #60

its nice to talk about the theoretical problem of /kill depriving the other team of (somenumber)% of their XP, but ive never seen nor heard of this happening in any game - pub or clan.

until someone posts a demo proving this is a problem, lets just drop it ok?