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Re: Mine teamkill system
Posted: 2013-08-23 00:32
by matty1053
Arab wrote:The TK System needs to be tougher. If you teamkill 3 people or more, you are kicked.
Why not automatically add a mine marker when pressing the attack key? Shouldn't be too hard to add, and have icons for it, like a red mine icon, a red tripflare icon, a red ied/waterbucket icon?
Unless that's hardcoded... then I guess automatically add a ☠ marker for everytime you use a mine/ied/bombjug/detonateables/claymore/tripflare
Still, it's not the miners fault unless he puts the mines in rediculous places or doesn't mark them! :\
But again, I feel very horrible for those miners that tend to get a lot of TK's and get punished for it for no reason, becasue the driver was very stupid and drove into them.
Re: Mine teamkill system
Posted: 2013-09-02 14:06
by ghostfool84
One critical problem with the mine markers on the map is that you dont see them if you just joined the server.
Re: Mine teamkill system
Posted: 2013-09-04 14:01
by INVIS
Also you cannot set more than 3 mine markers, which sucks aswell.
I entirely agree with the post:
DarthDisco wrote:They way I see it, in a real life situation, a mine like the kind we are talking about in PR, is the kind that has to be laid by a single person, in a specific place. We are not talking about mass deployed landmines that are dropped on a general area. As such, it would be expected that anyone else in the force that deployed the mine would know where it was and to avoid it.
Players in PR cannot be expected to attend a briefing before playing where every friendly mine location is explained. As such I think it is silly to enable friendly fire on mines at all. I see no reason why it can't be expected that, as a mod designed to represent reality, we can't simulate foreknowledge of friendly mine locations by disabling friendly fire mine damage entirely, thus eliminating the problem of TK's and punishment. {...}
Re: Mine teamkill system
Posted: 2013-09-04 14:31
by ghostfool84
mh... disable FF on mines is not a good idea, people will figure out a way to abuse this. I think a small 3D Marker Close range would be the best for infantry. Is it possible codewise to automaticly "refresh" the minemarkers that are set every xx minutes so players who just joinend will see them?
Re: Mine teamkill system
Posted: 2013-09-04 14:44
by INVIS
You can abuse everything, but to counterweight, how many teamkills happen because of bugged markers (max 3 so they're not current any more or not shown due to late joining)?
As the quoted post already argumented, you can't communicate all mines, it's technically impossible.
So there must be a way to override this situation -> mine FF off.
In these kind of games you have to weight out realism and playability.
Re: Mine teamkill system
Posted: 2013-09-04 14:47
by ghostfool84
You can abuse everything but 3tks in around per mines is a difference to 2 caches are not going down because of huge indoor minefield were are 3 sapper busy to replace mines that are triggered by friendly with new ones ... its qwork but hey nobody cares and bluefor dont get one step in. I dont know if you meant the FF mines explode or not, if they do not it is just worse for the bluefor...its to easy to abuse something like that, most things in PR can not be abused so easy and i dont even mind any "reality" aspect.
Re: Mine teamkill system
Posted: 2013-09-12 22:04
by gamma_gandalph
How could you abuse this? The only thing I see would be to bait Blufor as a civvie to run into a mine. But seriously, I wouldn't see that as an abuse. What is so unrealistic about a guerilla force to lure their enemy into a trap? And the civvie simply knows, where not to step. Realism maintained, friendly fire problem averted. Unless I am not seeing a way to abuse it?
Re: Mine teamkill system
Posted: 2013-09-13 06:57
by Gracler
gamma_gandalph wrote:How could you abuse this? The only thing I see would be to bait Blufor as a civvie to run into a mine. But seriously, I wouldn't see that as an abuse. What is so unrealistic about a guerilla force to lure their enemy into a trap? And the civvie simply knows, where not to step. Realism maintained, friendly fire problem averted. Unless I am not seeing a way to abuse it?
Imagine a tunnel network coated with "victim operated mines" where the insurgents could just run in and out without a problem but the blue-for would have to crawl very slowly to get in.
It is already difficult for blue-for to assault a cache in a tunnel, but this would make it impossible.
It is also easy to imagine a compound that is surrounded by mines that even if they go off will only hurt the people outside as the blast don't go though walls.
There is also a performance issue where multiple mine explosions at the same time crash a server. If you don't fear to kill your team-mates you will be placing tons of explosives around caches which will lead to a server crash.
Re: Mine teamkill system
Posted: 2013-09-13 08:40
by gamma_gandalph
Well, if possible, a mine should of course still kill indiscriminately, it should just not be triggered by friendlies. And the number of mines could be restricted. If there's only 2 mines per sapper on the map, for example, and if they despawn if you drop the kit, there shouldn't be too many mines around.
And as I said, insurgents running in and out of a place while Blufor blows up should in my opinion be intended behaviour, to a degree.
Re: Mine teamkill system
Posted: 2013-09-14 14:34
by Kovanaama
Is it possible that IF engineer plants the mine and mark it, then he is NOT responsible possible TK`s? And if he plants the mine but dont mark it, then he IS responsible and get punished.
Re: Mine teamkill system
Posted: 2013-09-17 04:31
by Vicious302
I've just been actually banned by (US server the doesn't have H in the name) for excessive TKs, mainly with mines . It was bad with mines that could be seen but now things are twice as bad. I've entered a suggestion that the Water container IEDs be removed or at least limited to a couple pickup kits, definitely not made for public play where no matter how far away from friendly's, how many marks, how many stones you put down... I still get tks like crazy, enough to get me banned. wow.
Map : operation_marlin
Gamemode : gpm_insurgency
Layer : Standard
Team 1 : MEInsurgent
Team 2 : FR
ROUND STARTED: 2013-09-09 20:06:51
[20:37 TEAMKILL] Vicious302 TEAMKILLS Gunny199
[20:44 TEAMKILL] Vicious302 TEAMKILLS blitzkrieg.alberto
[20:44 TEAMKILL] Vicious302 TEAMKILLS herpderpsky
[20:44 TEAMKILL] Vicious302 TEAMKILLS Carnimon
[21:01 TEAMKILL] Vicious302 TEAMKILLS tankxtoke
[21:03 TEAMKILL] Vicious302 TEAMKILLS =XH= Howler_27
[21:03 TEAMKILL] Vicious302 TEAMKILLS SwedFTP
[21:07 TEAMKILL] Vicious302 TEAMKILLS Three-O-One
[21:09 TEAMKILL] Vicious302 TEAMKILLS Apankey
[21:09 TEAMKILL] Vicious302 TEAMKILLS SwedFTP
[21:09 TEAMKILL] Vicious302 TEAMKILLS [OD-S]Litoralis
[21:11 TEAMKILL] Vicious302 TEAMKILLS [OD-S]Litoralis
[21:22 TEAMKILL] Vicious302 TEAMKILLS ]CIA[ frozenmeatdilldo4
[21:24 TEAMKILL] Vicious302 TEAMKILLS herpderpsky
[21:29 TEAMKILL] Vicious302 TEAMKILLS Nulatium
Re: Mine teamkill system
Posted: 2013-09-17 05:04
by waldov
Vicious302 wrote:I've just been actually banned by (US server the doesn't have H in the name) for excessive TKs, mainly with mines . It was bad with mines that could be seen but now things are twice as bad. I've entered a suggestion that the Water container IEDs be removed or at least limited to a couple pickup kits, definitely not made for public play where no matter how far away from friendly's, how many marks, how many stones you put down... I still get tks like crazy, enough to get me banned. wow.
Map : operation_marlin
Gamemode : gpm_insurgency
Layer : Standard
Team 1 : MEInsurgent
Team 2 : FR
ROUND STARTED: 2013-09-09 20:06:51
[20:37 TEAMKILL] Vicious302 TEAMKILLS Gunny199
[20:44 TEAMKILL] Vicious302 TEAMKILLS blitzkrieg.alberto
[20:44 TEAMKILL] Vicious302 TEAMKILLS herpderpsky
[20:44 TEAMKILL] Vicious302 TEAMKILLS Carnimon
[21:01 TEAMKILL] Vicious302 TEAMKILLS tankxtoke
[21:03 TEAMKILL] Vicious302 TEAMKILLS =XH= Howler_27
[21:03 TEAMKILL] Vicious302 TEAMKILLS SwedFTP
[21:07 TEAMKILL] Vicious302 TEAMKILLS Three-O-One
[21:09 TEAMKILL] Vicious302 TEAMKILLS Apankey
[21:09 TEAMKILL] Vicious302 TEAMKILLS SwedFTP
[21:09 TEAMKILL] Vicious302 TEAMKILLS [OD-S]Litoralis
[21:11 TEAMKILL] Vicious302 TEAMKILLS [OD-S]Litoralis
[21:22 TEAMKILL] Vicious302 TEAMKILLS ]CIA[ frozenmeatdilldo4
[21:24 TEAMKILL] Vicious302 TEAMKILLS herpderpsky
[21:29 TEAMKILL] Vicious302 TEAMKILLS Nulatium
I think the warning that pops up when you near a Mine as well as mines being marked Aswell as planters not getting all the blame/negative points will solve these issues.
Re: Mine teamkill system
Posted: 2013-09-17 16:12
by Jacksonez__
Increase the damn amount of mine marks. It is ridiculous to have only 3 markers. It would help so much.
Re: Mine teamkill system
Posted: 2013-09-17 19:26
by Tommygun
Jacksonez__ wrote:Increase the damn amount of mine marks. It is ridiculous to have only 3 markers. It would help so much.
Its quite possible I'm wrong...but has this been fixed? I seem to remember some surprise when I saw 4 or 5 of my markers placed and still visible.
My intention when placing markers if only 3 are available is for it to scream MINE_FIELD_ Beware around any mine marker and preferably just stay away.
The current systems fine really. Turning of TK with mines is a bad idea and has been said, is open to serious abuse. In terms of punishing, do you really care that much? It is a game after all, I would have given up the game long ago if I was worried about my score. You know if you were a knob or not, let it go dude. Most regular players I think will forgive unless its seriously repeated dickishness, And...theres always local, keep it local and go argue about it in the woods somewhere.
Re: Mine teamkill system
Posted: 2013-09-17 23:35
by Vicious302
If you are a squad leader you can drop your kit, use the cell phone to mark extra mines but it doesn't help. I you can see from my log, the guy Litoralis, hits one and then 2 minutes later, hits another one in the same exact spot. Punishment not only takes away points but it also increases spawn time and with enough punishes can actually end in an auto-kick or even a ban.
Re: Mine teamkill system
Posted: 2013-09-20 17:17
by Vicious302
It would nice to at least have them show up as something besides a Teamkill, maybe "Forcekill", "Minekill", "IEDKill", or something! I also implore the DEV team to denounce and/or revoke server licenses for those that decide to ban based to this, I know it's their server but they did not design the game and should not be able to ban people simply for being a dedicated sapper.
Re: Mine teamkill system
Posted: 2013-09-21 22:28
by SyntheticCoyote
Then why don't we nerf the rest of PR and call it project pillowcase instead of Project Reality?
Re: Mine teamkill system
Posted: 2013-09-22 03:20
by Vicious302
I dunno your the one banning players for mine teamkills not me. Maybe you can shed some light on this issue as a server admin. How can a player not teamkill but still effectively use them.
Re: Mine teamkill system
Posted: 2013-09-22 05:51
by IINoddyII
Please don't discuss bans here.
tyvm