what are you talking about?Spark2 wrote:Can you gain levels with "temporary" XP? That would be a flaw IMO, just spraying into groups of enemies until you have enough XP to reach a new level. =) After all what really counts about the XP are the levels, not the XP themselves.
/kill nerfing
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I think the fire time should be reduced to 2 seconds.. 5 is a LOT. With it reduced to 2 seconds, award the attacker a kill and the /kill'er a death.
Also, one of the large reasons I and others /kill is because of catching spawn. I can /kill a fraction of a second before spawn and still catch spawn... but if I get killed/panzered, tapping out can take 2 seconds. So if I know I'm in a losing battle with ~3-4 seconds before spawn, I'm going to /kill before I die on purpose.. so I don't get screwed by the system by dieing with 1-2 seconds before spawn and be forced to wait it out another 30 seconds.
This is very noticable with panzers. I can catch a panzer, sending me to complete gibbage 2 seconds before spawn,.. but I still miss the spawn time. This is an incentive to /kill if you watch your spawntime carefully.
Anything that can be done about this?
Also, one of the large reasons I and others /kill is because of catching spawn. I can /kill a fraction of a second before spawn and still catch spawn... but if I get killed/panzered, tapping out can take 2 seconds. So if I know I'm in a losing battle with ~3-4 seconds before spawn, I'm going to /kill before I die on purpose.. so I don't get screwed by the system by dieing with 1-2 seconds before spawn and be forced to wait it out another 30 seconds.
This is very noticable with panzers. I can catch a panzer, sending me to complete gibbage 2 seconds before spawn,.. but I still miss the spawn time. This is an incentive to /kill if you watch your spawntime carefully.
Anything that can be done about this?
I agree. That should be the only thing done.AceAlive wrote:count a /kill as a death in the stats...that would be good imo
"Shouldn't this be a BayonET feature?" I don't think anyone gives a shit about their XP in a clan match, as long as their team wins.
As far as osp-wolf 0.9..
- Change: "\kill" now counts as a death in stats
That's all. No awarding half a point for almost killing someone.
Medpacks aren't taken into account? This could give someone full xp for a kill of a guy who is at full HP.
Any instance where that happens its most likely going to be a legit reason for /killing, but the enemy still gets the kill =/
5 seconds is also a very long time! If you hurt someone that much then go away for 5 seconds, I doubt you were going to kill them...
Any instance where that happens its most likely going to be a legit reason for /killing, but the enemy still gets the kill =/
5 seconds is also a very long time! If you hurt someone that much then go away for 5 seconds, I doubt you were going to kill them...
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All I have to say is the people that do it in Competition are the one;s that are gonna complain about it. I myself see it in match/Scrim alllllll the time. (If ya don't believe me Ill show ya a demo) So if anyone says they don't see it in matches they are wrong....
The only concern people will have is if they want to use it to regroup as a full team. I'm not concerned with it myself and I like the idea
The only concern people will have is if they want to use it to regroup as a full team. I'm not concerned with it myself and I like the idea
Well, I can't really think of any exploits for this, but a few questions do come to mind.
First: If two people are shooting at the same target, the first person inflicts more damage, but the second person lands the last shot prior to the /kill, who gets the kill?
Second: Would this be something that you could turn on and off (i.e. b_KillNerf "1") because this would be a good pub feature, but as far as competition is involved, a /kill to respawn with the rest of the team is not the same as the ever so cheesey /kill in a firefight. With a timelimit of 5 seconds, a person could have 5 seconds left to respawn, taking fire, run away, no longer getting shot and /kill to respawn with his team, and would still give the person shooting him XP.
Third: This still wouldn't stop people from /kill'ing prior to a panzer shot. I know when I'm pubbing, and feeling "cheesy" I'll /kill right before the panzer hits me. In this instance, I would recive no damage from the enemy panzer, and yet gotten away from his shot without giving him XP.
Thats really all that comes to mind. A different sort of "fix" for this would be simmilar to what OSP has implimented, a /kill goes on the stats as a death. Now granted, this wouldn't stop people from /kill'ing, and some people would say "I don't care that I got the death, the other guy didn't get his XP" which is what you're striving to do. Maybe another solution would be for the /kill'er to have a /kill counted as a death, and loss of XP during a firefight. This could stop kill leeches from simply landing the last shot prior to a /kill and would stop XP whores from /kill'ing so much.
First: If two people are shooting at the same target, the first person inflicts more damage, but the second person lands the last shot prior to the /kill, who gets the kill?
Second: Would this be something that you could turn on and off (i.e. b_KillNerf "1") because this would be a good pub feature, but as far as competition is involved, a /kill to respawn with the rest of the team is not the same as the ever so cheesey /kill in a firefight. With a timelimit of 5 seconds, a person could have 5 seconds left to respawn, taking fire, run away, no longer getting shot and /kill to respawn with his team, and would still give the person shooting him XP.
Third: This still wouldn't stop people from /kill'ing prior to a panzer shot. I know when I'm pubbing, and feeling "cheesy" I'll /kill right before the panzer hits me. In this instance, I would recive no damage from the enemy panzer, and yet gotten away from his shot without giving him XP.
Thats really all that comes to mind. A different sort of "fix" for this would be simmilar to what OSP has implimented, a /kill goes on the stats as a death. Now granted, this wouldn't stop people from /kill'ing, and some people would say "I don't care that I got the death, the other guy didn't get his XP" which is what you're striving to do. Maybe another solution would be for the /kill'er to have a /kill counted as a death, and loss of XP during a firefight. This could stop kill leeches from simply landing the last shot prior to a /kill and would stop XP whores from /kill'ing so much.
both do. the second person would get less XP for it.NewdeaL wrote:First: If two people are shooting at the same target, the first person inflicts more damage, but the second person lands the last shot prior to the /kill, who gets the kill?
so it will be 3 seconds then. problem fixed 100%.Second: Would this be something that you could turn on and off (i.e. b_KillNerf "1") because this would be a good pub feature, but as far as competition is involved, a /kill to respawn with the rest of the team is not the same as the ever so cheesey /kill in a firefight. With a timelimit of 5 seconds, a person could have 5 seconds left to respawn, taking fire, run away, no longer getting shot and /kill to respawn with his team, and would still give the person shooting him XP.
theres no fix for this and i dont think its a problem like it is with SMGs.Third: This still wouldn't stop people from /kill'ing prior to a panzer shot. I know when I'm pubbing, and feeling "cheesy" I'll /kill right before the panzer hits me. In this instance, I would recive no damage from the enemy panzer, and yet gotten away from his shot without giving him XP.
im going to count them as deaths too. so statwhores wont be able to abuse it either.Thats really all that comes to mind. A different sort of "fix" for this would be simmilar to what OSP has implimented, a /kill goes on the stats as a death. Now granted, this wouldn't stop people from /kill'ing, and some people would say "I don't care that I got the death, the other guy didn't get his XP" which is what you're striving to do. Maybe another solution would be for the /kill'er to have a /kill counted as a death, and loss of XP during a firefight. This could stop kill leeches from simply landing the last shot prior to a /kill and would stop XP whores from /kill'ing so much.
/kill should tally a death
/kill should only reward the last person to inflict damage with xp.
(reason being only 1 person can recieve the xp anyway regardless of who did how much damage pre-mod. Its the killing shot that rewards. Both who did damage will recieve the awarness xp. Its just not logical to award 2 or more players points for 1 kill)
/kill should not improve panzer
/kill should not award points in the last 2 seconds of the spawn timer
/kill should only reward the last person to inflict damage with xp.
(reason being only 1 person can recieve the xp anyway regardless of who did how much damage pre-mod. Its the killing shot that rewards. Both who did damage will recieve the awarness xp. Its just not logical to award 2 or more players points for 1 kill)
/kill should not improve panzer
/kill should not award points in the last 2 seconds of the spawn timer
It doesgL1tch wrote:/kill should tally a death
It still only giving out the points for one kill ex 2/3 player1 and 1/3 player 2 I don't see the problem. Since you really don't know who was going to kill the guy this is the best solution.gL1tch wrote:/kill should only reward the last person to inflict damage with xp.
(reason being only 1 person can recieve the xp anyway regardless of who did how much damage pre-mod. Its the killing shot that rewards. Both who did damage will recieve the awarness xp. Its just not logical to award 2 or more players points for 1 kill)
Ah yea it should why should this be any different. This is kind of the point of the whole thing.gL1tch wrote:ill should not improve panzer
As for this I agree. I think the timeout for the /kill to give XP to a player could be left at 5 but 3 is good to, but no XP shoudl be given out if the spawn timer is at 2 or lower.gL1tch wrote:ll should not award points in the last 2 seconds of the spawn timer
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