Rethink finishing your opponent


(terrificSalamander) #1

Finishing your opponent seems like the common sense thing to do; they can’t be revived, you get points, and it irritates that bugger who thought he could out dance you at the NRA. But I can’t help but feel there should be a downside to it that would make it more of a tactical decision rather than the norm (except for Nader, because martyrdom is bull).

So what if by killing your downed opponent, you shaved a full second off their next wave’s respawn time. This would mean choosing between eliminating a revival threat and having all the enemy dead brought back sooner. Plus, one second isn’t really that consequential to an individual’s decisions, so it’s not like you can get screwed over by someone who’s going after points, but it would serve to encourage more team-play, where if you’ve got everyone on board with leaving them in agony you might actually help yourselves out.

What do you guys think?


(capriciousParsely) #2

I think it is fine as it is. You risk bullets for gibbing at range and you risk your life for running into people to knife them if they’re close.

If you face people 1on1 then it’s a bit weird seeing as you always gib if you win, but as soon as teammates (for both sides) comes into play, gibbing becomes alot riskier. Do I want to waste half my magazine to gib or do I have enough time to run forward and knife or might there be an enemy medic close by? The point is, seeing as this is a team game, gibbing is definitely a risk you take.


(watsyurdeal) #3

Personally, I feel like one of few things should happen.

  1. Headshot kills should reduce the damage needed to finish someone off, this wouldn’t at all interfere with Vasilli’s role as he has instant kills and gib on headshot, so if anything, it just rewards skill with other classes.

  2. Everytime someone is revived, they take 25% less damage to finish off when they get downed, and it stacks up to 75%. So if you kill a guy 3 times, he will be super easy to finish, even at a distance. Because let’s be honest here, if they’ve died that many times and gotten revived, they should at least get some penalty.

  3. Have headshots finish people off faster than they do currently

I’m sure people will say “but that will nerf Medics!”, yes, that is exactly the point, because the reason so many people play Fragger, myself included, is BECAUSE of Medics. It’s frustrating to get done killing someone, only to have them be revived, and now you’re fighting two people, and you have only 1/3 of your clip left and probably only 50% of your health.

It’s bullshit, if you want to encourage people to work together, punish them for not STICKING together, because it’s way too forgiving as is to go off and do your own thing when you should be doing your part on your team as a Medic. If you weren’t there to back up your allies when they went down, then you shouldn’t get such a big opportunity to revive them.


(benignMaster) #4

Its fine how it is.


(GregHouseMD) #5

@terrificSalamander

… Why? I don’t see the suggestion making any sense at all. Gibbing serves precisely the purpose it’s meant to serve, and the points are there to encourage people to do it. I don’t understand the rationale for punishing it at all. You’re already being punished, as people have pointed out, by spending time and ( possibly ) bullets doing it.


(titaniumCrouton) #6

Maybe I’m an asshole but since I play Vas alot (I’ve always loved playing Guardian/overwatch support roles) I try not to finish off a downed enemy assuming I didn’t headshot 'em. Taking a role out of real life sharp shooting…killing one man reduces the enemy force by one.

Wounding one man reduces the enemy force by three or four.