Please nerf slashkill


(HellToupee) #81

might not change ur /killing ways but atleast it will make it much harder and thats what matters, more inconvient it is for the exploiter the better.


(bani) #82

much harder? lol. its just as easy as /kill, only using a different method.

but you go on and continue thinking its much harder and that it would actually deter anyone. a big nasty suprise awaits you. :smiley:

how exactly is running low on ammo during a firefight a “misjudgement”?

oh i get it. you run around never firing a shot :smiley:

i have still yet to see anyone post a demo proving ‘denying XP’ is a problem, or that anyone even does it at all.

until someone posts a demo, noone can take this claim seriously.

im beginning to feel like i’m talking with a bunch of UFO nuts who are utterly convinced they’ve been abducted by aliens, but cant provide any proof.


(Englander) #83

Iam still waiting to see it just once :banghead:


([B]Visa) #84

At least try to be constructive with your comments, you only sound ignorant when you attempt to insult people like this…

Why do I think XP should be docked for a /kill?
Because that’s the way it’s handled in Wolf, the only different is that XP is important in this game whereas points aren’t in Wolf.

Would it make a difference on pubs?
Very very doubtful. I’ve only seen this used by one clan thus far in a loosely organized scrim we had with them about a week after the full version came out. So shoot me if I haven’t taken any demo’s yet.

Would this make a difference in clan matches?
Possibly. Over the course of a match if the other team /killed to deny you XP maybe 1 every 5 times you were going to kill them, the total XP you’re missing out on could actually be substantial enough to change the outcome of the round.

For Example: One promotion could mean the difference on a map like Radar (random example). That one promotion might mean you wouldn’t able to reload fast enough, throw an airstrike at the right time, or panzer an enemy with the radar parts. Clan matches can (and often do) come down to one moment or shot where it’s make or break. I just think it would be lame if I lost a match just because the other team abused the /kill function more than usual.

Obviously, if you have no interest in playing an organized game this entire thread really shouldn’t mean much to you. I could not foresee this abuse occuring on pubs (considering the usual chaos) and wouldn’t even worry about it if I weren’t playing with a clan.

I have seen it barely abused thus far and I would just hope that something could be done to curb the abuse a little is all.

btw Awol, that D&D comment was uncalled for. If you don’t understand how important XP is in ET then you shouldn’t be posting here in the first place. ET is the first game I’ve ever played that used an experience system but I understand that it can be a huge advantage to have more XP than your opponent. But if you have a problem figuring it out there is a game manual that can be found somewhere in the ET directory in your computer. Feel free to look it over, play the game, and then post your thoughts.

Thanks,

Ike-T


(ToeD) #85

/bind x weaponbank 4; +fire; wait 500; -fire

:slight_smile:


(bani) #86

i seriously doubt it.

the drawbacks in a clan game of using /kill are even worse since you’re usually in a closeknit fireteam backed up with medics. if you /kill just to deny the other team XP then you lose your strategic position coz you’re unrevivable and you weaken your fireteam, and they may lose the assault. that makes far more difference in a game than denying a single enemy player some XP.

if you really think /kill can be abused in this way, make a demo where you successfully use it as a strategy to win. i don’t think you can, but i’d love to be proven wrong. :moo:


(Coolhand) #87

so theyll just eat nades instead.[/quote]

Fine, go ahead and eat nades to use your suicide exploit. A possible cure then would be start power bar at 0 on respawn if the player is stupid enough to kill himself by any means - that would not inconvenience anyone playing the game as it was designed to be played.


(ColdBackHAND) #88

Iam still waiting to see it just once :banghead:[/quote]

Man, I have.

Now on the issue of \kill during an encounter is ok in my book. It saves me ammo and health and my team is now one up on yours. I do not \kill
during a fire fight but I will if I"m not a FldOp and out of ammo. What I hate is during clan matches the arty and panza shot \kill because you will respawn charged up or the I’m out of position \kill. Those types of \kill I hate. Now thats lame. \kill is now a tactic and nobody will be able to change it because there are to many cry babies.

c-ya


(Coolhand) #89

You’re right about the vanishing, I was wrong. I don’t believe that this materially affects my argument though.

And yes, it does seems as though I’m talking about a different game from you :frowning:

since you’re insisting on realism, i would argue forward spawnpoints dont belong either. i mean really, groups of players suddenly teleporting into the middle of enemy lines? if /kill goes then forward spawns should go too, to keep consistent.[/quote]

That’s simply ridiculous. Some metaphors are necessary to the game, others are not. Spawning is the introduction of reinforcements to the battlefield. It’s not ideal, but do you have a suggestion for a better way to bring them on?

All wargame simulations do try to represent reality within the boundaries of the available technology. They don’t arbitrarily introduce nonsensical mechanisms.

When I were a lad moving your troops around behind the other player’s back was called cheating. It seems that I’m out of touch with current wargaming morality.

The suicide teleport abuse you advocate is entirely unnecessary. If it’s as little use to you in play as you claim, I challenge you to simply stop using it :stuck_out_tongue:


(ToeD) #90

if you use /kill, a covert ops will steal your uniform, there is no medic to revive you, so no xp for the medic on your team, you will go to the spawnpoint and a good team will have someone with a rocketlauncher waiting for you to walk out of there, also most spawns in the levels are not very near the objective. so what was the good part about it again?


(kotkis) #91

True, but ET isn’t a war-simulator. It’s just a plain wargame, and I’m glad for that. Games are meant to be fun and realism often spoils this fun, at least in my opinion. Disabling /kill, bunny-hopping, strafe-jumps and stuff like that would just make ET boring. I like it the way it is, continueing the way of RtCW.


(Awol) #92

Gee I think it fits perfectly I do understand XP is important in ET duh! but 1 xp you get from a kill??? come now unless the whole team was doing this everytime, I can’t see how this 1 xp is going to hurt you. You still shot him so you get battle sense now. See you still go XP just not light weapons. And gee here I thought most clan matches would be won with the clan who had a better strat and better skill. Oh boy I was so wrong, its who can reload faster and hit /kill faster opps than skills and strat my mistake.

My reference to D&D was the fact it has XP and no /kill command. I don’t think /kill is going to be removed or nerfed.

Oh yes I read the manual thanks for your concern.


(Ifurita) #93

Not entirely true. The reasoning behind the argument is that you can game an XP advantage by denying XP to the other side, while your side gains XP. Therefore, your side gains additional skills, while the other does not. I’m speaking in some absolutes here just to make the point so don’t jump all over me.

For example, let’s say that you and I are of equal skill and over the couse of the game, we inflict enough damage on each other with SMG to kill the other player 7 times (7 kills x 3 xp per kill = 21 or enough to get you to L1 Light Weapons). If I can game the /kill function enough times to deny you the 3 XP for even a couple of kills, then I gain additional ammo, faster reload, … before you will.

It doesn’t stop there. Here’s how Battle sense is calculated:

Of all the skills, Battle Sense is the “fuzziest”. Well, McAfee and Popoco have spent a lot of time experimenting and drew the following conclusions:

The game awards battle sense to all the players every certain time (around 45 secs). We call this the “Battle Sense Timer”. Basicly the game verifies if you were in the heat of battle and awards you points for it when the Battle Sense Timer expires.

How are the points awarded?

First of all, if you die before the timer expires you loose all the points you could have won. You have to succesfully complete that “Battle Session”.

If you survive the Battle Session you get the following xp points:

2xp = If you give damage or recieve damage, but not both.
5xp = If you give and recieve damage, but no kills.
8xp = If you give and recieve damage, and you also kill someone.
Notes:

  • If you die, you get no points.
  • If you kill someone flawlessly, you still get 2xp.
  • Situations cannot be duplicated. If you kill more people, or do even more damage, you still get the same Battle Sense.

So, if I know I’m going to die, I can /kill and deny you the 8 XP for the kill.

Now, have I seen this in ET? Not yet. Have I seen this in RTCW, on OSP servers with certain, un-named stat whore whole like to brag about their Kill ratios – yep.

Do I expect to see clans basing strat around this? nope. Do I expect individuals to start doing this? – you bet I do.


([B]Visa) #94

You obviously do not have a firm grasp on the concept of how important XP is in ET. As has been explained to you it is more than 1 XP per kill. And yes, the clan with the better skills and teamwork will most often win.

Use your imagination for a moment to consider the outlandish possibility that 2 clans might have a close match :eek3:

Maybe the XP is the difference between a win and a tie, you never know. Take some time and consider this. In addition, please review how the XP system works in the meantime, I’m sure it’ll help you in the game.

Thanks,

Ike-T


(bani) #95

only if they havent killed anyone else. in which case they would be a sorry player indeed, and that few battle sense XP is the least of their problems. :smiley:

FWIW I feel that battle sense XP should be awarded if you are revived, then players would have to decide between the advantages of the /kill respawn with fresh ammo and charge, or waiting for a revive so you can get the battle sense XP. It would be ok to stop the battle sense timer while you’re down waiting for a revive. It would make /kill somewhat less attractive in some situations.


(HellToupee) #96

bani has something to lose by nerfing /kill of course he cares if it is removed, he says its not biggie he will jus eat nades, but then y are u against it, if its no biggie support it.


(bani) #97

if you think its such a big problem then post a demo.

oh you cant, can you. because its not a problem. at all.

lots of claims, lots of theories, lots of assertions. and no evidence to back any of it up.

i dont expect i will be seeing any demos, ever. :smiley: :smiley: :smiley: :smiley:

besides if i support it then next thing youll be whining that nade suicides should be nerfed, etc. etc.

pretty soon people will be whining for rubber bullets. :moo:

look, if you have such a psychotic aversion to servers with /kill then i have a nice solution for you – play on limited lives servers. problem solved!


([B]Visa) #98

IMO maxlives = too much deathmatching

especially at this point when so many players are about as helpless in game as newborn kittens… i.e. no backup

Sorry I didn’t take demo’s, at this point all I’m trying to do is get people to open their mind a little to a possible problem as the game progresses and players start figuring out little tweaks like this…

Guess I’m pretty much out of luck looking for a little open mindedness (sp?) on this thread.

Ike-T


(bani) #99

when someone asserts there’s a problem with the game (“OMFG XYZ IS TEH AIMBOT PLAYAR” “ZYX IS WALLHAXING OMG OMG”), we like to have proof before we go “fixing” things.

i dont think a demo is too much to ask.


(HellToupee) #100

i havnt had a clan match yet or any kind of match with skilled players, the people im up against probly dont know how to use secondary fire letalone an undocumented feature or how to exploit it. Imagine a map like battery where lts can jus lay down a barrage of supportfire and alot of times fine hey its quicker to /kill than recharge that is what must be prevented before it is too late, fuel dump for example the tank can be stopped easly with arty, there is also the xp denying tactics, if one side masters that they can probly take a great deal away from the other team by /killing when they know they are losing the fight, light weapons is an important skill fast reload more ammo better handling duel lugers, there is also the low life pubbers that use it for stats or the panzas that use it for recharge.

Again you state no /kill is no differnce to you then what do you care if you wont notice if its there or not what dose it matter to you, it dosnt change anything else in the game so whats wrong with tweaking it, removing it entirely isnt a good idea as you do get stuck in the maps, but harsh punsihment to deter exploiters is a good idea means it will never get to be a problem like mpitch or centerscreen etc. Clan matches bring to light every possible means of exploiting as they play to win. Games of chato i played a few times the defending team had close to 11 suis per man, ours where around 0-2 per man i had 3 guys just /kill at the start of fights in RTCW thats no problem you save ammo but in ET that is alot of XP i could of had.