does anyone know if there’s a possibility in ET to stop a selfkill orgy? i’ve heard something about that there’s a possibility to limit the number of selfkills and then you’re kicked. but that’s not a solution because sometimes you need selfkill.
i’m searching more a solution like spawn timer increase. eg spawn time is every 30 seconds. if i eg selfkill in second 2, then my next spawnwindow will increase to the double, ie 60 seconds. if i die within the first 10 seconds, i would have to wait 50 seconds. spawntimer goes back to normal of course. only the next spawn window would be skipped for me after a selfkill.
I hate selfkiller, especially if they’re very good player. Just when you’re sure they’re gonna die they kill themselves. Extremely annoying and lame IMO.
yeah, that’s why i ask. with a spawn time increase they can show if they can survive a minute instead of only 30 seconds. and they’ll think twice whether selfkill is necessary or not.
you don’t hate self killers, you hate losing a kill stat, very different, I play engi, you remember them, the guys waiting for revive as you medics run past calling “need ammo”. I’d like to see all kill stats removed, might get some medics reviving
You run into these fools in almost any game. Exploiting a helpful game mechanic is what it really boils down to, no matter what reason they use it.
If you selfkill, you deny your attacker experience. If you do it enough, it could make the difference between a lvl 1 and 2 engy building something for example… maybe that engy would have leveled and would have been able to build that objective faster if he had the 20 some experience from killing a self killer.
It’s not just stat. Exp does have an effect on the game, you know. Battle sense awards are very cool (binoculars, +60% stamina regeneration, +20ish life, mine detection). Light weapons rewards are very cool, too: +1clip/capacity, faster reload (important for pistol, garand, fg42), reduced knockback and dual pistols are too good to miss.
Now let’s see.
You can get up to 13 exp from one duel… 8 for battle sense(kill and receiving damage), 5 for killing with headshot. Not too bad.
But if some pansy suicides when she’s about to die,you can gain AT MOST 5 experience for dealing + receiving. Often 0. 13 >> 0.
So suiciding in the middle of a fight makes a big difference.
A quick fix and simple fix to suiciding pansies would be 10 second timer before suicide takes effect. I don’t see why suiciding in the middle of dangerous firefight should be possible. /kill command is there primarily as a workaround to bugs which makes you stuck etc. You may argue that suiciding lets y ou quickly change class blah blah (personally I think it’s against the spirit of the game), but ET:QW reduces the ‘need’ for that. If previews don’t lie, you can change your class at MCP without dying.
I agree with BOrsuk, /killers are just lame, and they tend to cripple game experience if they manage to make you lose precious light weapons xp…
true enough that with ETPro you get 1xp for headshot/kill (if I remember correctly), so you can still get some xps before the /killing of the lame guy, but it’s still annoying and useless to /kill oneself in midst of a firefight, and I truly hope they find some way to stop this bad practice that’s taken hold in ET since some time ago…
If a player uses the /kill command within g_fear milliseconds after taking damage from an enemy, the attacker that last damaged that player will recieve full credit for the kill and the mode of death will be recorded as MOD_FEAR. Other restrictions are that the attacker must be on the opposite team and the attacker must still be alive.
In-game statistics will reflect that the death was caused by the weapon that did the last recorded damage to the player.
Whilst you make a good point, your example isn’t. a /kill denies a person light weapon skills most of the time. mines will kill you before you can /kill as will rifle nade really. So selfkilling will have no impact on engineering stats.
I play engineer btw and don’t /kill in pub games.
A few people have pointed out how people /killing robs you of stats, but this goes the other way too. The guy who /kills doesn’t get his battle sense either (or as much light weapons, if damagexp is on), and unless he /kills near spawn time, he puts his team a player down for that time too.
If an enemy /kills far from the spawn time, it makes me happy, because it saves me ammo, gives me a free kill and gib, and puts the enemy a man down.
I /kill whenever I think it is advantageous, whether in a fight or not. I never find it advantageous simply to avoid a “death”, but if I am in a hopeless situation near spawn time, will certainly do it. I don’t find the XP is that big a deal.
Well, those points dont really apply to selfkillers. Those guys usually only selfkill when they know they are about to get killed, so they wont lose any XP for battlesense or kills, as dead men don’t get XP. Also how far away their next spawn time is, is equally of no importance as they would die a sec or so later anyway caused by lead poisioning.
Same goes for the other team having one less player on the field, he would die either way it doesn’t really matter.
And thats the whole problem, selfkillers dont have anything to lose at the moment, but its usually pretty annoying for the other players, if, for example, the PF who just missed you vanishes into thin air before you can get your payback :disgust:
My suggestion to solve this problem: selfkills cost you XP. The first one in a map is free, as there are indeed often situations where selfkilling has it’s right. The Second selfkill should cost you 3XP, the third 6XP, next one 9XP and so on, and so forth.
If selfkillers really don’t care about the XP, they should’t care if the lose some, right?
self killers ONLY care about xp, they think they can avoid a death in their k/d ratios, but fortunately with etpro s/k counts as a death,
so they wont lose any XP for battlesense or kills
not sure where you’re playing, but I’ve never seen any one lose xp for dying
In short YOUR K/D ratio is meaningless, go revive an engi , that means something
as far as I’m concerned, stats should never be shown in game, clans can get game stats from server log after match is over
The whole lose-XP-part was a reply to SCDS_reyalP who suggested that a selfkiller migh have gotten some XP had he not selfkilled himself, aka he will lose those potential XPs, not some of his accumulated, hope thats clearer now.
And the reving part, I do that, a lot, most of the other time I’m chasing a teammate at 20% health with my medi-pacs, hitting V6, only to be completely ignored, seeing him running straight into the enemy lines, dying instantly, and than those enemies will turn towards me, still standing there with my med packs… uh, care to wait a sec until I’ve finished switching to my weapon? No? Oh, bugger.
But, that has nothing to do with my concerns about selfkiller, because it annoys me equally if I’m playing as a medic or fieldops or engineer or soldier or cov-ops, if they die, why can’t they take it like a man, why ‘cheat’ yourself out of a tricky situation, so that you don’t have to admit defeat, as the other one didn’t actually killed you?
i’m not that upset about the xp stuff, /killing only takes the smoothness out of the game. /kill is in the game just like the quick prone which some people exploit. so imo some kind of spawn delay after a /kill would be a good solution to keep the game in fair motion and prove that the /killers have at least some kind of skill. i wonder how QW deals with /kill.
The only thing annoying about /kill is dealing with the moronic server admins who think every /kill must be an attempt to rob someone of 3 XP. No amount of tender explanation or hand-holding seems to help them understand the perspective from a competitive standpoint. They just can’t fathom doing a /kill to go engi for a defuse, or go covert to satchel the ramp, etc. It’s really infuriating to be kicked for doing so, but it does help me pad out my server shitlist…
ok, i’m not being offensive here, i just use the words you just chose because i think it’s the language you understand best: i highly doubt that you get kicked for just one /kill. and regarding the shit list i think same applies to the servers who want to get rid of shit so imo you’re doing them a favor by padding them out from your server shitlist because from what you write and how you write it, it seems you got a moronic playstyle which is imo annoying for the admins and the rest of the players who want to have fun.
that’s the other side of the medal, i hope i got every word in your statement …
It depends on the server. But it’s a rare round that one only finds it ncessary to /kill one time.
Agreed. It’s definitely best if players who think like me never encounter admins who think like you.
I want to have fun, too. Fun for me is winning. I play every round to win, and as difficult as it may be for you to understand, I care nothing for my own stats. Thus my motives for doing a /kill cannot possibly be selfish. I do it if/when I see an opportunity to improve the chances of my team winning. Period.
Have you ever played competitive ET? The /kill command is a staple of smart, competitive play. If you’re saying that competitive play is moronic play, and pub play is proper play… Well, we’ll have to part ways there.