Hate to be harsh, but self kill never posed a problem to the games nor was it competitive specific. Anyone who said self kill needed to go or just be used in comp was a complete and utter noob and did not understand the greater point of it’s existence. Denial of XP is an awful reason and not getting your deserved kill as well. Remember the games not about kills or xp, its about teamwork and tactics. Nuff said.
/Selfkill
in the same time, without binds to switch class/weapons/body type/spawn point, the need for /kill is different (IMO)
You don’t just use /kill to change class/weapons. The spawn timer influences your tactical decisions within the game and it is the best way to regroup with your team and promote organized game play. For some reason mostly just comp players realize that’s its main purpose.
I don’t understand the real need for selfkill commands?
If you get split from your team, your fault. If you are out of supply, go to command post. If you need buffs, your teams fault. If you are in the wrong place at the wrong time, again, your fault. If you are denying an enemy op or soldier the chance to scavenge or disguise, then its unfair.
Just play the game as it is? Unless it is VITAL for competitive play?
If anyone can explain to me why selfkill command is so important that would be great thanks. I have never seen it or used it in any other game, but I don’t play in a league.
[QUOTE=Spendlove;358015]I don’t understand the real need for selfkill commands?
If you get split from your team, your fault. If you are out of supply, go to command post. If you need buffs, your teams fault. If you are in the wrong place at the wrong time, again, your fault. If you are denying an enemy op or soldier the chance to scavenge or disguise, then its unfair.
Just play the game as it is? Unless it is VITAL for competitive play?
If anyone can explain to me why selfkill command is so important that would be great thanks. I have never seen it or used it in any other game, but I don’t play in a league.[/QUOTE]
I just said it in a match yesterday:
I’d like to self kill so instead of waiting 20 seconds to respawn, I can watch my teammates play.
[QUOTE=Spendlove;358015]I don’t understand the real need for selfkill commands?
If you get split from your team, your fault. If you are out of supply, go to command post. If you need buffs, your teams fault. If you are in the wrong place at the wrong time, again, your fault. If you are denying an enemy op or soldier the chance to scavenge or disguise, then its unfair.
Just play the game as it is? Unless it is VITAL for competitive play?
If anyone can explain to me why selfkill command is so important that would be great thanks. I have never seen it or used it in any other game, but I don’t play in a league.[/QUOTE]
I recall that in Gears of War fans kept asking for a self-kill but it was so you wouldn’t get left down while enemy tea-bagged you and danced around you. I think self-kill if used competitively would allow you to respawn with your teammates. You could time it out if you were in communication with them or if you knew that they were waiting to respawn, and you go down before they do, you can self kill thus allowing you to be part of their wave? I think that’s the idea.
Makes sense in a competitive sense, but isn’t it better and more skillfull to survive and meet up with your team while harrasing the enemy, even if its just you on your own?
The whole mechanic just seems unfair and a bit dull.
Would it work in Brink? I can see why teams want to spawn at the same time, but how do you avoid stopping ops and soldiers from losing dead and dying bodies to toy with?
[QUOTE=Spendlove;358028]Makes sense in a competitive sense, but isn’t it better and more skillfull to survive and meet up with your team while harrasing the enemy, even if its just you on your own?
The whole mechanic just seems unfair and a bit dull.
Would it work in Brink? I can see why teams want to spawn at the same time, but how do you avoid stopping ops and soldiers from losing dead and dying bodies to toy with?[/QUOTE]
It gives you additional options by knowing if you will have a chance to respawn with team mates. Makes sense on a huge map, but on a small map in Brink? It enables you to do like a sacrifice attack knowing you’ll regroup with your team mates i’d imagine. Sometimes I have to wait for the respawn counter to tick down so if I’ve decided to respawn, but will hold out for a medic primarily. Shrug.
Chris explained it pretty well.
A suicide pill as an unlockable skill then?
OH EM GEE GAIS!
I have liek thee best s0lootion ev4r!!!11!!one!
What if you type in /kill and then WAIT 3-5 seconds and THAN die.
So if you are stuck or something like that, it will work.
And you can’t escape a rightful death caused by an enemy.
Yes I got this from APB reloaded.
[QUOTE=Spendlove;358047]Chris explained it pretty well.
A suicide pill as an unlockable skill then?[/QUOTE]
Isn’t this Cortex Bomb. Or no?
[QUOTE=Spendlove;358047]Chris explained it pretty well.
A suicide pill as an unlockable skill then?[/QUOTE]
I think Anthony was confused, the cyanide pill I believe came from H0RSE’s list of perks that he thought up himself.
Chris, Im not totally satisfied with this because most /k users would also use timers and therefore be not usable for comms hack at all. They would be almost instagibbed and a commshack needs an incap body.
Or do you mean there would be just a incapped copy left on the floor while the actual player is already in his spawnwave?
[QUOTE=Spendlove;358015]I don’t understand the real need for selfkill commands?
If you get split from your team, your fault. If you are out of supply, go to command post. If you need buffs, your teams fault. If you are in the wrong place at the wrong time, again, your fault. If you are denying an enemy op or soldier the chance to scavenge or disguise, then its unfair.
Just play the game as it is? Unless it is VITAL for competitive play?
If anyone can explain to me why selfkill command is so important that would be great thanks. I have never seen it or used it in any other game, but I don’t play in a league.[/QUOTE]
Ok so I will attempt to give you some insight into how self kill + spawn timers boosts the team play atmosphere of an ET game. It’s first and foremost use is to maximize your time on the battlefield and allowing you to have more influence over how long your next spawn time will be. Ex 1. If your in a fire fight without the rest of your team and your spawn timer is 02, your doing a better service to your team by killing out (even if you kill the guy, he might get revived or you won’t kill him at all). Anytime a smart player finds themselves serving no purpose and want to quickly regroup instead of leaving their team a man down and having to sit for 20-30 seconds on spawn screen, you slash kill.
Secondly, spawn times promote team organization. Knowing how much time you will have before the next spawn wave will directly influence your play style at that moment. With a long spawn, your team is going to want to play slightly more defensively at first so that you reduce the risk of losing control of the objective without steady reinforcements.
Thirdly self killing allows you to get around worthless/dead/out-o-supply supports on your team. If you can’t be healed or resupplied and the timer is counting down to next spawn, self kill allows you to sacrifice your position for a fresh spawn.
Lastly self kill is seen in more advanced use in competitive play, simply because it is extremely important when you have pure organization vs pub. Offensive teams will self kill in large groups when split or disorganized in order to make a more timely and full-strength push towards an objective. In other cases a defending team will kill out together at the time that the offensive team has a longer spawn (this is the 20 sec offense - 30 second defense) after clearing their entire team in order to quickly resupply and have max supply for the next attacking wave. Some scripts (or smarty pants math geeks) allowed a team to determine the enemy spawn wave as well, which added tactics like “group killing out on defense” as said previously, “the best time to attempt to take their forward spawn”, or simply being more responsive to when the next attack was coming.
There’s a whole lot more to the self-kill than most people care to understand. Sure someone can try to piss you off by killing out mid fight, but the most it does is deny you of a tiny bit of worthless xp and hurt your feelers. The mechanic itself adds a huge amount to the game and has amazing synergy with the whole spawn wave concept. What really boggles people is why Brink would have a spawn wave system, but lacks a displayed timer on the HUD and the self-kill system that are already proven to work so well.
When it comes to interfacing with the operative in Brink and bettering the self-kill, the topic had already been extensively discussed prior to the game release on the forums. The solution to making the self-kill better in Brink was that when a player self-killed, they would not actually die until the timer hit 00. Why this wasn’t implemented like it was believed to be is beyond me. Hope you got a better idea of how it works now folks
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[QUOTE=FireWorks;358066]Chris, Im not totally satisfied with this because most /k users would also use timers and therefore be not usable for comms hack at all. They would be almost instagibbed and a commshack needs an incap body.
Or do you mean there would be just a incapped copy left on the floor while the actual player is already in his spawnwave?[/QUOTE]
It would be no different than if you killed someone with 1s left of the respawn time, except you didn’t use any ammo.
I think it was exedore who talked about it, but I’m not fully sure about this :