The "/kill"


(Warskull) #41

Using /kill to deny other players experience can be significant in a highly competitive match. Once is no big deal, but consider if they are really got at it or have a script to auto-"/kill" themselves at below 15 HP. This could add up to 30 lost exp easy and cost you fast reload and thus cost you a close fight. It does seem a little lame to me. Maybe give /kill a 5 second timer or something of the sort to limit its usefullness. Starting with 0 meter when you /kill yourself could help too. That way it would always be more beneficial to wait for more meter.


(gup) #42

I’m sure you have no problem killing people, heh. I’ve seen people killing themselves way before their spawn in et/rtcw publics and clan games, to avoid death. Why? Simple - for stats. It annoys alot of people, as the type of players who do this sort of thing are normally the ones bragging at the end of the round. I’ve gone onto a server where all the 3/4 people did this who all came from the same supposedly “well respected” clan. And yes I do find that annoying, as much as I find teamkillers annoying - intentionally ruining other peoples enjoyment.


(Englander) #43

Ive already said its nothing to do with XP and I dont know were pride came from,I just find it lame and pathetic that someone as to do it in the first place,U say u dont have a problem killing people I dont either but u cant kill them if they /kill first.

Just because its trivial to u doesnt mean its trivial thats ur opinion not a fact just like mine is an opinion.

I compete in pub(ask anyone whos played with me) but I dont take it too serious that I feel I need to /kill ,the people what do are taking it too serious,the fact remains though iam far from the only one who thinks people who /kill in duels or fire fights are lame.

You said in a previous post u /kill for fun in fights against a lot of people now u say u dont?

When I find people what /kill I disconnect and find a server were there arent any,thats after ive told them that I think there LAME.

I agree I dont think its a serious problem but I can never accept it as part of the game and to accept it IMO will only create an atmosphere were more players will start to do it.


(Englander) #44

Sorry, I can’t agree. Since my beloved ETPro server (with XP disabled) went down I’ve been tearing my hair out at the XP whoring (and general lack of teamplay that results) that goes on on most public servers. So much so that I’m actively looking for another game at the moment. XP is driving me nuts. (a few of you I’m sure will be glad to hear that :slight_smile: )[/quote]

I said if its played properly that means no people being whores with XP and the team trying for obj not XP,when u are lucky enough to find this XP and the promotion system works well IMO.


(Spark) #45

I have yet to see anyone who doesn’t suck actually using this lame tactic (killing himself during a gunfight to denoy the opponent the XP). Should this become a successfull practice among competitive players, then I agree that something should be done about it.
But as long as this tactic just sucks (think about the disadvantages: You have to think about this during a fight, lessening your concentration, you take away your chances to kill or at least injure your opponent earlier than necessary AND you make it impossible for a medic to revive you!), I don’t see why you are making a big deal of it. It irritates me, yes, but on the other hand I just take it as an easy kill.

You also can NOT to a script which automatically triggers a /kill obviously (as someone mentioned), that’s just not how Quake scripting works.

As for the other two cases (killing yourself to recharge or relocate), those are tactical options and I enjoy them, because they add to the game. Every time the respawn timer runs out, it’s everyones option to either stay into the game or respawn as a fresh soldier. I don’t see anything wrong with that, as you can only do it every 20 or 30 seconds.
Also the ET Pro setting that ClanBase will use does not recharge your powerbar (it will stay on the same level as it was before your death). I don’t actually think that’s necessary or a good idea, but I can understand it as a reasonable compromise to reduce spam.


(decoy) #46

I agree. Never seen this on public servers. I would never use it anyway, for two reason: 1) It’s bad sportsmanship, and 2) I go into every gunfight with the intention to win. I don’t have time to realize that I might loose and then press a magic button. Never. Thinking about defeat is not an option.

As for the other two cases (killing yourself to recharge or relocate), those are tactical options and I enjoy them,

When the fieldops are sucky, you have to /kill. Can’t run around with a pistol and a mortar. But I don’t think /kill add to your k/d ratio on the end of the round (TK’s don’t), and I wish they where added.


(magnum_) #47

spark is one of the few that actually makes any sense…


(Pamper) #48

I’ve only once seen a person /kill while I was shooting him. But if this XP-denial technique ever becomes popular enough to be a real annoyance, then the software (like whatever shrub or bani mod the server runs) could be modified to fix it.

Whenever someone kills himself, give 3 XP to the enemy who most recently harmed him. There, problem solved by a new server variable.


(Ragnar_40k) #49

/kill doesn’t add to your death count, but it has its own column (“Sui”) in the stats that show in console after each round. There you can also identify Panzerfausters (low Kll/DG ratio) and Medics (low Dth/DR ratio) easily.


(amazinglarry) #50

I’m sorry but that wouldn’t entirely work either… example… I was shooting you 2nd most recently due to the fact that you and I were in a firefight…but you were just about to die, and just before you hit your /kill bind, a teammate shot you once randomly… then they get 3XP points?

The only real solution would to have a time limit set on the person who most recently did the MOST damage.

In any event… I was playing on several servers tonight and for the first time in a long time I encountered a few /kill’ers while in 1 on 1 firefights… when I asked them why they did that they said “Because I was going to lose.”

I HATE that shit. But then again, you can’t satisfy everyone. If anything, take -3xp from a /kill no matter what, much like RtCW.

I have to admit that the only reason I really hate when people do that is because if it’s 2 enemies versus me, and I’m shooting the person who will eventually /kill themselves and they finally do… then why the hell did I just waste all that time and ammo on them??? :bash: Just fucking /kill when you spawn and save me the annoyance.

The ONLY time I ever use /kill is when I’m far away from the objective and they need help defending (especially if somebody planted and we have no engineers, then I switch to engineer and change my spawn to the closest point). However I only do that when there’s less than 10 seconds max to respawn. Otherwise it’s just a waste of time.


(Miles Teg) #51

I’m sorry but that wouldn’t entirely work either… example… I was shooting you 2nd most recently due to the fact that you and I were in a firefight…but you were just about to die, and just before you hit your /kill bind, a teammate shot you once randomly… then they get 3XP points?

I’m not sure that giving XP to the last person to hit them is a good idea (but then I don’t think I’ve ever seen anyone abusing /kill), but your logic here doesn’t really follow. If you say that, you really have to argue for an overhaul of the current xp given for kills - if you were shooting an opponent and then when they were on 10hp a teammate of yours shot them and got the kill, they’d get all the XP.

But I’d like to think that the majority of us don’t play for XP (or if they do, play for the team’s XP - your teammate getting XP is going to be just as useful in the longterm as you getting it yourself), so I don’t see this as a problem.


(Kendle) #52

See how XP muddies the waters? The player who last shot the guy doing “/kill” should get the XP, oh no, wait, the guy who did the most damage should get the XP. Ah, but then you’d have to apply that across the board, modify the XP system so that you get XP for damage given irrespective…blah blah blah…

Bollocks! Just disable XP then they’d be no issue.

(Sorry guys, still going cold-turkey for my beloved ETPro server).


(Vengeance) #53

I like the xp system and think it works well when every1 on the server is trying to win the map, but to me xp is a bonus system and means very little to me, it just enchances the gameplay a bit.

I enjoy dueling another player a lot and when i win the duel i get a little warm feeling inside, but when they /kill halfway through the duel it ruins the duel and the fun the game gives. Also if they /kill i wonder if i wouldve won the fight.

I think ppl who /kill are 2 obsessed with there k/d ratio, otherwise why do it?


(twiFight) #54

People that don’t like the XP system either play with terrible players all the time, which I don’t believe since 80% of the pubs have atleast for the large part good players - or they just don’t know how to play the game properly. I suggest learning it or go play another game.

Besides, Kendle keeps going on and on and on about objectives. I played on a pub yesterday (10vs10), first time I played a 6 map campaign from beginning to end. The players were maxed out in the third map already. We all fought to the death (and no one used /kill, I still wonder where you guys keep coming up with that!) which caused massive battles. I’m not kidding, I heard ‘old city captured’ ‘old city lost’ and that 9 times in a row!! No one could care less about the objectives, we played and we had fun. Simple as that. No one cared about XP, no one cared about objectives, just about fun.

Maybe some people just need to realise that. It’s a game, you play it for fun. If you just wanna win then go play against your baby sister.


(Kendle) #55

There are 2 separate communities in RTCW. The “Clanned” community that plays on OSP servers running standard war maps, and the “non-Clanned” community that plays on Shrub servers running Depot/Market Garden/Customs. I come from the former. It seems most of the ET community come from, or would feel at home in, the latter.

I’ll shut-up when the ETPro server comes back and I don’t have to put up with lame-ass XP whores and people who say I need to learn how to play the game, LMAO.


(twiFight) #56

We are talking about ET here, not RTCW

The “Clanned” community that plays on OSP servers running standard war maps, and the “non-Clanned” community that plays on Shrub servers running Depot/Market Garden/Customs

sorry to disappoint ya, but I’ve never played a custom map in my life (for ET atleast).

I’ll shut-up when the ETPro server comes back and I don’t have to put up with lame-ass XP whores and people who say I need to learn how to play the game, LMAO.

Why not shut up now. No one it making you play the game till ETPro comes out, no one forces you to post on this board. So far I’ve only seen you bitch and complain on this board. If you don’t like it, leave. It’s as simple as that. I don’t like Counter Strike. Do I complain on their boards that they should change the game? No, I just don’t play it.

You might not have noticed, but there are a lot of people that enjoy the xp system and make good use of it. So you not liking the xp system tells us more about you than about the xp system…


(amazinglarry) #57

Read what I said again… that’s EXACTLY what I’m talking about.

I said that giving the XP to the person who recently did the most damage WON’T REALLY WORK.

Did you read my entire post? Because following that was…

The only real solution would to have a time limit set on the person who most recently did the MOST damage.

What I mean by the above is, if there’s a fight and I most recently within the last 1-5 seconds or whatever it’s set for, did the most damage to the enemy but a teammate got in a random shot before they /kill, then I would still get the 3XP.


(SwordOfDamocles) #58

Thanks for all the varied replies to this thread even if it has had to rehash old ground for some.

It has made me realise more than ever, how differing people’s moral and tactical attitudes are with regard to either publics or competitive play.

I guess you all know my attitude towards the “/Kill” now. And there are a couple of things I have altered my opinion on if only minorly so - thanks to the input.

Cheers,

           Dave.

(amazinglarry) #59

Why would you have to completely revamp it? If one was to have a cvar set to give 3xp to somebody who did the most damage to an enemy who only /kill while becoming more than 50% damaged within a certain time limit, it would work just fine. Nothing else would have to be revamped.

Well, it’s not like I see it every single day, during every single game. It’s once in a great while… but it does happen. A lot of people have a key binded for /kill so they can just tap it for whenever. Be it just to respawn somewhere closer to the objective, ruin other people’s fun… what have you.


(GAS:InvisableKid) #60

i was on a server earlier and there was a panzer, when people started shooting him he just /kill, then after the game i asked him why, and he siad im a panzer i need to recharge