I like the game a lot. I like competitive play. Anything that is in the game and not explicitly restricted by the sanctioning authority (be it a league or a server admin) is fair game. There is nothing wrong with people taking as much advantage of /kill or spawn camping or a million other things that many people don’t like. It is what it is.
That being said, I don’t like some things in this game and I think the game would be better without them. /kill is one of these.
I’d like to see /kill removed. I don’t think it has any place in the game. The main reason I suspect it’s there at all is because you can occasionally get stuck and it’s a good catch all. People have found a lot of uses for it. In most cases, they are using it to get around game mechanics that are in place to specifically limit you from doing something.
If they wanted you to be able to shoot back to back panzers or call arty back to back, there wouldn’t be a power bar. /kill is one way of getting around this limitation. Anything that is used to get around the limitations desgined into the game should be considered abuse. You’re using a feature for something other than it was designed and you’re using it to defeat the limitations built into the game mechanics. This last part is the difference between creativity and abuse.
The counter argument to removing /kill is essentially that there are other ways of getting around the game mechanics. That’s not a justification for /kill. That is an indictment of other actions.
You see, not only do I advocate taking out /kill, I advocate that you sit out for the FULL respawn time EVERY time no matter how you die. I’d also advocate an increased spawn time for suicides in general (nades and panzers). Of course, this change would have to be combined with other changes to work. For example, you might half the spawn times to keep the average time in limbo the same. Sitting in limbo is less fun than playing and game design needs to account for that.
I don’t know why they have people respawning in groups, but if I had to pick a reason I would say to prevent spawn camping. Large groups spawning together face a better chance of breaking out of a camped spawn. This is really a map design flaw. Change the way the maps are designed to protect the spawn area from all attacks and you don’t have this problem.
So really what we have here is the result of tweaking the game to make it work, rather than redesigning it to resolve compounded problems.
I’d like to point out that dropweapon was a wolf feature that didn’t make it into ET because it was abused. Again, my definition of abuse is using a feature to get around the mechanics of the game rather than its original purpose as designed (which is sometimes difficult to know without consulting the developers or knowing the game history). I don’t see why people need to get so protective of /kill. Rather than keeping /kill, we should fix the reasons why you think you need it.
For example, you’re running low on ammo in a firefight, maybe we could have ammo racks at strategic points on the map - oh wait, they did that already. Granted these aren’t always full, but they are a good idea. Besides, running low on ammo in a firefight is a feature! If you don’t have ammo and no field ops, maybe you should check your command map and go find one!
I think these changes and others would make the game more fun for me. You can have your opinion on what makes the game more fun for you. Neither of us is wrong.
I disagree that /kill isn’t a big deal in wolf. It is a big deal. Every good player uses it. If you don’t make the best use of /kill you are at a big disadvantage. Now that ET is here and the misuse of /kill is becoming more blatant and easy to see, the issue as simply resurfaced.
[B] has been scrimming ET for a few weeks now. I think we’ve had 3 or 4 scrims. Only 1 team out of the 4 scrims used /kill during firefights. Since I don’t know them very well, I’m not 100% sure they were doing this to avoid giving us XP. Maybe they just happened to be really close to spawn on all those occasions ;). As an aside, they happened to be quite a bit better than us and gave us a pretty good beating. They probably didn’t need any help, but good players use everything to their advantage.
I don’t have demos because I wasn’t demoing that night and I haven’t seen it since. However, I think it’s clear and easily demonstratable that this is a good tactic. It has no disadvantages. Like everything else that gives a player any edge at all, I’m sure the very best players will eventually adopt /killing during firefights they know they will lose. I suspect they will also nade their corpse as they /kill to prevent covert from stealing it.
Lastly, medic support is not always readily available and gibbing seems to work much better/faster in ET than in wolf. Perhaps the speed at which a corpse gets gibbed is another issue we should take up.