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Posted: 2007-02-16 09:07
by Nemises
We've all been brought up on FPS's where it is very clear who the enemy is, and a shoot-first mentality. I like the fact that this game breaks that familiar mold a bit.
This is just another skill to develop for this particular game (and others like it....ArmA, and even Falcon 4, in which it can be VERY hard to determin friend from foe)
Yes, it's embarrasing to TK someone, and very annoying to be TK'd by someone, but, it IS part of the teamplay dynamic....
I for one have never TKP'd in a game in the last ....4 or 5 years? (well..except for fools beeing foolish on purpose sometimes), because it happens by accident 99% of the time...
we've all had it sub consciously drilled in to us to shoot first, and its a hard habit to break...but by breaking it, we will have progressed to a newer level of skill in these types of games IMHO.
I know I feel really embarrassed when I TK someone (like the 2 or 3 people of shot in the back last night..soz! )
Posted: 2007-02-16 09:24
by Eagle
I find no problem with the IFF system, but I play the game in a realistic style.
Here's an idea to throw around though, not sure if it's a good one yet though!
If an enemy is in the field of view of more than one of your squad, perhaps they should identify faster, the same occuring with friendlies.
I don't stand by it hard-and-fast, I'm just wondering if anyone thinks it's a good idea/realistic?
Posted: 2007-02-19 23:48
by Mr.Whitlow
Although I don't mind the current system, I do not entirely agree with those who say it's easy to distinguish the uniforms. For instance, I personally think that the American and PLA kits look pretty similar (Except when the PLA guy has a red cap on), and when you couple this with them being proned in grass and mostly covered by shadow (Which greatly similarifies the uniforms of course) and you're standing up checking whether or not they're friendly, it can get annoying. Then again, it's realism so I don't mind.
P.S. The mod is awesome.
Posted: 2007-02-20 00:25
by jedermann
'[R-CON wrote:ender[fdn]']Beatnik, I think part of the issue is there is too little penalty for TKing. I have written a TK script that extends your spawn time based on various criteria having to do with TKing. I'm going to offer that up to the devs and see if it's something that they'd like to integrate.
The case you're talking about is that someone else is TKing you because they're not taking the necessary precautions.
Two thumbs up. I like to see that for a long time, but somehow exclude AT-Mines from engineers.
Posted: 2007-02-20 04:44
by old1
I had a lot of trouble with this system when it was first introduced,

I did a lot of TKs.

ops: I could not get used to the fact that I needed to check first then shoot,... at first when I tried this, I died a lot, but with having to concentrate a lot more, & think before I fire attitude, I have, I feel, got used to it & become a better player for it. Understandably this is a major problem for most new comers to PR.
Posted: 2007-02-20 14:29
by Nephrmuus
I think we go through a few stages with foe identification:
- Massive TKing from not being cautious enough. (Blame vanilla for teaching newbies this. Even if a newbie reads all the instructions, it doesn't mean that they can drop the ingrained training they have already had on BF2 in the first round of PR!)
- Low effectiveness (especially a low K
) due to being overly cautious (Hostiles at stage 1 or 3 will butcher you!).
- Gradual improvement as we learn to recognise subtle differences in uniform (especially sillouette, which is something that is less affected by range and lighting than colouring...e.g. the PLA have massive backpacks compared to the USMC).
We need to realise that every new player (newbie) goes through stage 1 and that even those in stage 2 and 3 will teamkill now and again
by accident. A "noob", to my mind, is someone who refuses that stage 2 and 3 exist, not just everyone who teamkills you.
Please don't punish/abuse everyone that teamkills you, unless you know they are greifing or they are refusing to be cautious over an extended period. They are reasonably likely to be either newbies in stage 1 (who need to be taught, not abused) or players making a genuine effort, in stage 2 or 3, making an honest mistake (who probably don't appreciate getting vitriol from you because you want revenge on all the idiot TKers).
For that matter, I'm fed up of getting punished by people who jump right in front of me while I'm firing or who fire on me and get killed when I shoot back (Especially if they don't hit me directly, I can't tell that it is Friendly Fire).
**EDIT**
Perhaps telling people that have been TKed what weapon killed them would be fair (Keep it hidden for hostile kills, of course) so that they can make a more informed decision regarding punishment or general abuse?
Posted: 2007-02-20 15:04
by mrmong
i just don't shoot.. its easier
Posted: 2007-02-20 15:12
by Rick_the_new_guy
jedermann wrote:Two thumbs up. I like to see that for a long time, but somehow exclude AT-Mines from engineers.
It would be nice for actual friednly fire (rifle as instrument) Teamkills to weigh more than losing vehicles or mine teamkills.
What I mean, the ones booted for negative scores should be the most careless rather than the poor ******* who wrecks a jeep or is assigned to a position to mine, only to have Rambo role by and run through his mines.
__
Yeah, if you can vary the degree of teamkill negative scores, that would be great.
Posted: 2007-02-20 18:43
by ArmedDrunk&Angry
I look forward to that new script for TK punishment.
I use AT mines even though I know it's a 50% chance a friendly will drive over it and I'd like less punishment than the guy that dumps 20 rounds into a spawning squadmate from 10m.
Posted: 2007-02-20 20:59
by Darkpowder
i very much look forward to a new script for TK punishment.
(since 0.4)(1,2,3, 4 from 0.5 onwards).
1 - Being TKed in your own non cappable base on the way to the copters.(intentional)
2 - Having your knife out becuase you are just recovering from a serious bit of CQB and someone on your teamshoots you in the face for looking at them. (intentional)
3 - Being shot by an APC from about 20 yards away, when i am the only friendly on the map, and the APC arrived after i did. (non intentional)
4 - Being shot x2 while manning (very successfully) the anti-air artillery batteries.
Script needs to encompass range, location, proximity of legitimate enemy and weapon used.
point blank TK while manning any form of fixed emplacement while the flag is still held securly with no enemy close. well lets say the punishment should be harsh.
and server admins... enable the vote kick again nothing is more annoying than an intentional TK left unpunished.
My only regret with the intentional TKs is that i haven't yet started to collect names to put forward to the tourney admins so they never get the chance to enjoy that after such unbelievable behaviour.
Posted: 2007-02-22 07:21
by cwv_Odedge
I appreciate the idea behind the "look before you shoot" mentality and think it should be incorporated. But as other's have said, what information you see on the screen is not what one would see in reality. So you need keep this in mind. I played the Al Basrah map today and distinguishing the uniforms was easy and reasonable. But on other maps, it's not.
I also find it a bit odd that if I look directly at an enemy, I have no other cue that he is an enemy beside what he looks like. But if I press a magical button to spot him, I instantly know that I should shoot him. This is where the mod has contradicted itself.
If I don't see enemy tags above a player when I see them, the game shouldn't allow me to identify them as an enemy by pressing a button. If you want to keep spotting and a more "realistic" version of it, force the person to right click and select what they see.
This would make placers more thoughtful in spotting enemies. Would reduce the spamming of Q spotting (which I am a proud club member). And finally would eliminate the glowing dot that magically follows the player for 10 seconds.
I am not a huge fan of the concept of realism in games. I tend to prefer the term "tactical", which I would define as thoughtful actions rather than actions base on your reflexes.