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PSU: When HART drops go bad
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2012-07-02, 01:00 PM | [Ignore Me] #1 | ||
Corporal
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So, suiciding to avoid giving a player who has outplayed you is rather immature and just a dick move, it does not help you in any way and even puts your team mates at a disadvantage because you avoided fighting to injure or delay the attacker.
Simple solution to this: If you suicide with in one minute of being shot (yourself or your vehicle) then the player who shot you or your vehicle last gets the credit for your suicide. Examples: 1) Player A gets shot by player B, player A then commits suicide with in one minute of this hit. Player B gets the credit for the kill. 2) Player A's tank gets shot by player B while player A is inside, player A jumps out and commits suicide with in 1 minute of the hit, player B gets the credit for the kill. 3) Player A gets shot by player B, player C then shoots player A and player A commits suicide, player C gets the credit. |
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2012-07-02, 02:23 PM | [Ignore Me] #7 | ||
Corporal
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It might not be as bad as it is in other games, but why not give the full credit to the winner ?
What gameplay reason is there not to? The simple solution above requires no input from either player and can run in the background fine with no one even noticing its there. |
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2012-07-02, 11:01 PM | [Ignore Me] #9 | |||
Corporal
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That you can't prevent, "if" you can't. I dunno. Maybe, if the Damage from Enemy Fire isn't gone for to long, then the Player who hurt an Enemy Player will still get a percental Reward in EXP and other Points, even if his targeted Opponent kills himself like with a Grenade or such. But: If this isn't the Case, well... ... sh** happens? Life is going to continue and so is the Fight. Don't anger yourself if you can't change that an Enemy killed himself. <3 greetings, LV. : 3 |
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2012-07-03, 04:46 AM | [Ignore Me] #10 | ||
First Sergeant
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I am generally against kill counts for this very reason, everyone wants the kill. Rather than doing their best to damage and be as effective as they can, they want the kill exp.
Damage exp sounds an excellent addition thank you devs!!!! Less people suiciding just to get the kill - I realise i've reversed the topic's point here to answer it, but this happens in so many games. In PS2 it may pay more to -not die- and keep shooting, a much better system if that is the case. People will still do it of course, but it'll reward those that play for the team rather than the kill, excellent. |
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2012-07-03, 05:46 AM | [Ignore Me] #11 | ||
Master Sergeant
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I honestly can not see how this would be a big issue. I mean, there really is little benefit to the suicide-er to do it other than to just be a big, fat, ugly troll. I really don't see this happening nearly as much as the OP might imagine, maybe one out of every hundred players at least, and that means maybe twenty players max out of the whole continent. I figure that the person would actually have to be paying enough attention to wanting to do it that they won't be adding much to the game anyway.
That said, I think that it would be nice if we could confirm an assist mechanic even on suicide "kills". You deal "x" amount of damage, you get "X%" of the xp whether they got killed by your team, another team, their team, or jumped off a cliff onto a grenade in a sea of force blades :P In essence, I think the threat of this being destructive is so minimal that I don't think we should worry that much about it at all. |
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2012-07-07, 03:46 AM | [Ignore Me] #12 | |||
Corporal
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As an example: Player A and player B are fighting, both in air vehicles. Player B bails just before his plane explodes but dies in the fall. Technically, the ground killed player B, but player A was the primary reason player B jumped out of his plane anyways, so shouldn't he be given the credit in the form of kill assist, exp, and resources, just like every other kill assist? Last edited by Froglicker; 2012-07-07 at 03:47 AM. |
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