Please nerf slashkill


([B]Visa) #141

Well XP is not purely cosmetic and doing too many /kills in a round might cost you an XP level from time to time.

In campaign mode this wouldn’t really mean much because there’s so much time to get XP up anyways but in SW mode this might make a difference from time to time.

Ike-T


(bani) #142

just taking away 3 XP won’t do a single thing, even in SW mode.

so again, i am all 100% for this because it doesnt do anything, its purely cosmetic.


([B]Visa) #143

In a competetive match it’s possible. The lose of XP wouldn’t matter most of the time, I agree. Though some matches can be close enough that 1 airstrike or panzer shot can mean the difference between winning and losing. And yes, before you ask, there are demos out there to prove that.

Ike-T


(bani) #144

i fail to see how the loss of XP would matter at all, any time, ever. remove 3 XP from what? the “XP” displayed is a sum of your total XP overall from all skills. remove 3 from that and it does what, exactly?


([B]Visa) #145

“For each class, the use of their primary skill (e.g. First Aid for Medics) results in an increase in Experience Points (XP) and at certain levels these result in a Reward.”

XP does equal gaining skills (as is stated in the online manual).

You might have to figure out which skill you’d like to take the XP away from, for example, Battlesense can range from 2-8 XP depending on how long you’ve lasted, damage taken, damage given, etc…

Light Weapons ranges from 3-5 XP for kills with small arms depending on where you shot the person.

And of course the class specific skills vary from class to class.

By understanding how this works, it wouldn’t be that difficult to have a system to take away certain points (3 XP was just a suggestion).

I probably wouldn’t say take it away from Battlesense as /killing would lower your chances of upgrading those skills anyways.

Light weapons, however, might be a good one as it could deny more useful skills such as faster reload (which comes in very handy) and improved use of ammunition, etc…

3 XP was just a base point I was thinking of also, maybe the docked XP could be based on amount of ammo/health left.

Using the /kill because you ran out of ammo is definitely a valid use for it, especially on pubs and I think it’d be unfair to penalize heavily for it.

Bascially something where you would have a generous penalty if you /kill yourself with full ammo and health and maybe a small one if you are almost dead and out of ammo.

Ike-T


(bani) #146

i have to wonder how badly a light weapons penalty would hurt soldiers. “not at all” would be my guess.


([B]Visa) #147

Then base the penalties on the class specific upgrades or maybe even some from all 3 areas…

Then you might not see a panzer /kill himself after 1 shot just to get recharged and take a quicker shot.

Ike-T


(bani) #148

absolutely true – he will just eat a grenade after 1 shot instead, and get recharged and take a quicker shot.


([B]Visa) #149

Then base the penalty on any type of suicide, intentional or not


(bani) #150

penalizing for accidental suicides would suck… it’s bad enough that you’re dead (or took out teammates in the process). get penalized for it too? you’ll drive competetive clans away from ET if you do.

would you count falling deaths as suicides? crushing deaths? think hard about this.

look, what you really want (even though you haven’t stated it) is a chargebar which is persistent across respawns.


([B]Visa) #151

Yes, I think they should be penalized. Falling or crushing deaths aren’t really that important as there really aren’t too many times when these happen (as opposed to /kills).

If it were only relative to /kills it would still be effective. Grenading yourself at least takes a few seconds, has a chance of TKing teammates in close quarters, and/or being killed by the enemy before the grenade goes off.

I mean, you can come up with a thousand little variances and I can answer how I think they should be but by now you at least understand the point I’m trying to make.

Ike-T


([B]Visa) #152

No, not at all. That would be an interesting idea to implement but the thought hadn’t crossed my mind.


(bani) #153

if you penalize like that for inadvertent kills, youre going to drive competetive players away from ET. penalized for going splat after being blown into the air by an enemy or teammate? no thanks.

look, players want a fair system and penalizing for inadvertent suicides is (to put it mildly) BS – rare or not. it’s an unfair game rule and is a black eye on ET for competetive play.


([B]Visa) #154

And I posted that even using it to demote players STRICTLY for /kill it would still be effective…

Read up 2 posts, 2nd paragraph.


([B]Visa) #155

Actually 3 posts up from there


(bani) #156

it would only be ‘effective’ against the players who /kill at the last instant to ‘deny your XP’. which i still havent seen. but anyway…

a persistent charge across spawns would be much more fair and reasonable and solve a lot more problems than docking XP. you could do it for any kind of death – suicide, intentional, or not – not just /kill, and it would be fair.


([B]Visa) #157

Well you obviously haven’t played it competetively… or at least against a really good clan. In those matches in an average round there are loads of /kills going on, if not to deny XP then at least to ammo up or get health. That’s the way the game is played as present, no question.


(bani) #158

yes, but double penalizing for inadvertent suicides is a great way to kill competetive play. it’s unfair, and it would forever black eye ET for serious competetion. its bad enough that players can delete their GUIDs and get new ones to avoid bans, and the recent aimbot/wallhack/etc – we dont need anything more to hurt ET’s reputation.

persistent charge is fair, double penalty for inadvertent suicide is not, and would make ET a laughingstock of the gaming community.

if you insist on double suicide penalty, at least agree it would be a server option. though no serious clan servers ever would enable it.


([B]Visa) #159

sigh… I didn’t insist on a double suicide penalty, I stated that only used for /kills would be a definitely possiblity considering there really isn’t a penalty for using it (other than a brief wait to respawn).

I really don’t see how or why you would compare some of these possible changes to changing GUID or using hacks to give ET a “black eye”. The argument has no merit.

Ike-T


(Coolhand) #160

Interesting thought.

However, if we analyze what /kill is (ab)used for in practise (arbitrarily refilling ammo and health, teleporting from one part of the map to another) then instead of implementing any complicated changes to the game to penalize such activity, all that needs to happen is to disable /kill altogether.
:banghead: