“moronic server admins” … erm … not by name? instead you call a whole group of people morons on whose server you are a GUEST! they pay for it, they work for it, they look that everyone is enjoying the game and you think that they are morons? and all your contribution is that you play on their server? do you mean now that they should thank you?
lol, that’s what i wanted. you find my statement offensive? read yours! i just mirrored what you wrote
and by the way, i didn’t call you either by name. moronic playstyle doesn’t mean you are one. and from the other posts in other threads you can clearly see that you are imagining things that aren’t written.
You, sir, are insane. But what’s worse, you are incapable of introspection, reason, or growth, which renders you incapable of having an honest debate. I am done with you.
You are actually the first user on any forum I’ve ever visited that has made me consider installing this. Sadly, it isn’t compatible with the latest Firefox. You have been spared, for now…
i wouldn’t call it insane, not exactly. i just like to play with people like you who have no respect for others and who have a low level attitude like you, and i like to beat them with their own words, it’s kinda game for me
the awesome part of it: some people are really very very predictable in the way they react, in fact: you are.
was nice to play with you
ps: easy to win that game: respect others, chose polite words, give constructive arguments … but it’s mostly the respect thing that leads to the “game over” part
Well, I’m no clan player (fun clan on publics only ) so I dont have any first hand experience, but while I agree that selfkilling has a part in competitive play (to spawn at a captured flag, class change, to synchronize team-respawn after a failed attack), as far as I know infight selfkills aren’t considered good playstyle even in clan games.
Nobody really cares how often you selfkill away from the action, for all I am concerned, you can do that every time after respawn, I wouldn’t care This argument is only against infight-selfkills, as those serve no other reason as to deny the other player the kill, and I’m not speaking about the stats here, because I myself dont care about them either, I’m more talking about … the kill.
Because (at least for me) it is rewarding to know that I’ve just killed some guy, that I come out on top in a fair one on one
ET is a competitive game, and just like in any other game it sucks when your opponent just gives up and thereby denies you the satisfaction that you’ve indeed beaten him. Playing a round of cards and on your way to win your friend simply decides that he doesn’t want to play any longer? sucks. Yes, you ‘won’ the game anyway, but the difference is how, it’s simply less rewarding that way.
Yes, in the end I also play to win the game, I don’t care if I’m an engineer with only one kill, as long as I managed to blow up the final objective thats OK. But I never selfkill infight, if I lose because the other one was better… so be it. For me infight-selfkilling it’s just a really annoying habbit, end of argument.
I side with Joe999 here in the fact that, as we server admins pay for the server and maintain, with no thanks from the randoms who come along and join. You must respect the rules of that server, whether you like them or not. If there is a rule on the server stating no /kill in battle then you must not disregard it, otherwise you may be kicked. I know on the VPL|Bolthole server people who /kill in battle get one warning, do it again and they are gone. This is for the enjoyment of the rest of the players on the server and now we don’t have a problem, the server is full every night and nobody /kills in battle.
As for /kill to change to eng to defuse or whatever…I have not a problem with that as long as it isn’t possible for someone to shoot at you. If you /kill in battle there isn’t enough time to change to whatever class you want unless you /kill with enough time before respawn. Doing so, you negate the fact that the class is needed urgently as you might as well be killed and then change, or at least try to kill someone else, aiding the team, instead of wondering around limbo.
As for clan games, yes /kill is a legitimate weapon in your arsenal. But the fact that there is no XP accrued means there is no advantage in killing someone. If someone is shooting at you in a pub game, they get you down to 10HP, you /kill and respawn with full health and blow their face off. You get XP for the kill and they don’t, which means you are tipping the balance in your favour by the /kill. This tactic detracts from the game, on a pub level, and the majority of people hate it.
In QW I don’t see how they can amend the /kill. You just need vigilant server admins who will keep the server free from these people. It works and you can get many a happy game if done right.
On the contrary, if you know you’re going to selfkill for ammo/health then it’s good playstyle to charge the enemy and selfkill infight just before spawn since it’ll slow them down and/or make them waste ammo. I’m not a clan player either, but pretty much every clan I see on ETTV uses this tactic on defense.
I agree that selfkills can be annoying in some situations on pubs; when the axis medic selfkills infight and comes back 1 second later with full health and spawn invulnerability I sometimes wonder why I insist on playing offense. Had he not selfkilled I might have killed him with 29 seconds until spawn, so it’s a huge advantage for defense (usually). :moo:
The problem with that is that it’s not easily enforced, though it works well on your server since most players are regulars.
I am a clan player, a bad one at that, and /kill in matches is an esstential tactic. The best teams use it all the time which may be why I get pwned all the time.
I dont see the point in /kill in battle in pub games. I guess it is a result of competitive fools and irrational teenagers!
@Ouroboro:“Fun for me is winning”, that is a quite sad perspective imo.
I agree completely with you Senator - it is annoying, BUT agree also with ouroboro - Take for example that you have planted that dynamite and its close to spawn time and I am in a fight with you. I may well take the decision to switch class to assist my team or decide to simply /kill so my team are not then trying to defuse the dyna missing one player had you killed me in a fair fight. Either way it has not been done to rob you of a kill. I’m trying to stop your team winning, which is surely the objective of the game. The other alternative is I just stand there and let you kill me (which I have done on some occasions, hoping they will kill me quickly enough so I can respawn in time!! If they dont then - /kill!!), so I dont rob you of a kill, but that would hardly be a particulalry rewarding kill…
Its a very fine line between strategic /kill and those that /kill SIMPLY TO AVOID BEING KILLED… These are the people that this thread is targeted at. If you wanna tell wether someone is being lame or not - get their spawntime. If someone /kill’s with loads of time left on their timer then you know he’s a lamer. If its close to their spawntime, then fair enough imo as its for the team. I dont have a class selector script so if I am switching classes I usually /kill first and change class as its less risky than changing class and then /kill’ing but that means I may s/k a little before redployment.
With respect to what can be done about it - I personally am not against it however annoying I can find it at times. It does save me ammo and time as not only is the guy dead but I now no longer even need to gib him!! If you really dont want it on your server then police it properly but you I think you gotta have some leeway for those people who are doing it for legitimate reasons. Having punishment for some guy who has no ammo and a few secs left to spawn and /kill’ing himself is a tad on the harsh side imo… Kicking someone who repeatedly /kills whenever anyone gets the better of them regardless of spawntime is also fine imo…
The Lamest of the Lame…
Not sure how many of you have experienced this, but this is my lamest of the lame /kill’er…
On Goldrush, your playing as axis. Allies have got the tank and proceeding to flood forwards. Allies in this round are strong and proving difficult to stop. They have a mortar - and he’s proving to be a key role for the allies by targeting the different spawn exits to keep the axis guessing. He regulalry wipes out the less experienced players who insist on going out of main immediately after spawning with mutliple kills. Basically - hes doing a damned fine job. As a medic (best chance of breaking through and surviving afterwards) you manage to get out by various means and then have to fight your way past other allies via either the stairs or the hill. After being killed a number of times enroute you finally make your way to the allied courtyard. You can hear the mortar, but wait for the next allied spawn to go so you are not interrupted. Spawn comes and the allies trot off and out comes your knife… revenge will be sweet, sod objective, this will be so much better… You know where the mortar is and make your way… the sun glints off the shiny blade, and with a giant grin you prepare to make him bleat and…he /kills. Bstrd!!
The next time you decide to just do it with the mp40, but yet again he /kills… now that IS lame! :moo:
If there is a function that players can use at will, then it’s the developers fault if it can be misused. The developers might not see this problem during development but if it’s in the game and not an exploit it’s still a valid tactic. It really doesn’t matter if some like it or not, it’s there and can be used, thus it will be used.
This whole debate goes hand in hand with the discussion we had regarding gfx tweaking and the anwser is the same; if the game allows you to do something you don’t agree with, blame the developers for including it, not the players for using it.
If a player can use a function to his advantage, it’s his right to do so.
ET admin mod can kick users or switch them to spec for selfkilling too much, but that’s even worse since it counts all selfkills (switching to engie to defuse the dynamite? bye bye!). :moo:
a question: what do you guys think about extending respawn time if someone does a /kill? imo it’s a fair solution. everyone can do it as often as they like, especially when there’s a tactical need to switch the class. but they will do it only when it’s really necessary because the next respawn time would be eg after 60 seconds instead of 30 seconds.
good? bad? opinions? just an idea, although it may never be realized because ET’s intense time will soon be over (imo).
a suicide grenade is different compared to infight /kill. but why would you use a suicide grenade in the first place? imo you can usually expect to live longer than 30 seconds. that way a /kill in a fight for class switching would be totally fine imo. but it prevents people from eg spawning with the noobstick, shooting some nades and /killing themselves for the next respawn. it would help to keep the normal gameplay up for everyone. i haven’t seen a real disadvantage so far. for neither sides, not for the ones who like /killing often and not for the ones who don’t like it. this way /kill remains possible, but it has a small penalty which doesn’t necessarily mean that everyone has to pay it every time when /kill is practiced.
Take that you’re a soldier who is god-knows-where on Fueldump. an engi planted, and all engineers count at that moment. (For example when the engineer on your team is not too experienced.)
If you then switch classes and do a /kill, delaying the spawntime to 60 seconds is a sure way to see the dynamite blowing up before you’re near.
Not at all. (edit: I mean they aren’t considered bad playstyle)
No one with any sense (in clan play) cares if you do it in fight or not. If it is time to /kill, you /kill. If it isn’t you don’t. You often see whole teams /kill so they can regroup, even if some of them are at full health or in the middle of a fight. In some situations (where your spawn is close to a defensive postion), it is better to die every spawn, so you have fresh ammo, health and grenades. That leaves your fieldops with more charge to spam with, and your meds more packs to sit on.
Of course, just about every league disables XP, so the XP stealing argument goes out the window.
If the XP stealing thing is your worry, then the ETPub solution deals with it nicely. This same technique has been used in other games for ages. No reason to add a spawn delay.