mammikoura wrote:
M4 whoring
Yes it is the best weapon in the game right now. Does it mean that it's the only weapon you can use? [...] Why can't people understand that this mod is supposed to be about teamwork, not your k/d ratio.
The game is all about winning the round, through skill and teamwork. If one weapon and kit is decidely superior, anyone playing to win (as I do) will choose that weapon. Complaining about this fact is silly, imo. Might as well complain about people being mean and taking your flags.
The game is perfectly balanced when the optimal way to win is to optimize teamplay.
mammikoura wrote:tk punishing
Now punishing is a good system if used correctly. The thing that pisses me off is that there are a lot of people who punish from every single teamkill.[...] Whats the point in that?
What I do when I get teamkilled is, if it's clearly intentional, or just plain idiotic then I punish. If I have no idea how/why I was tk'd I wait for a moment. If he says he is sorry, I forgive, if he doesn't then I'll usually punish him. But if I can see that it's an accident (like someone throwing a grenade and it hits a tree/door/window frame or I'm right next to an enemy I forgive every single time because he didn't mean to kill me.
On the topic of TK punishing, I think my opinion differs from most people here... Back in vBF2, I used to reason the way you did: intentional teamkills or truly idiotic behaviour got punished, accidental and understandable teamkills were always forgiven. However, in PR I think the rules are entirely different, and I punish almost every time I get TK'ed.
PR is supposed to be a much more realistic and tactical game than vBF2 ever was, and part of that difference should be about making teamkilling much less acceptable. If a real life soldier, even a experienced and distinguished one, accidentally shot a squadmate and as his only defense said "I thought he looked like an enemy", do you think his superiors would find that good enough? In a real combat scenario any disciplined soldier should verify his target; if there is *any* uncertainty, he should hold fire.
This principle is applied in America's Army, for example, were some servers auto-kick people for even a single teamkill. IIRC there are even servers auto-kicking for team damage.. Obviously PR is not nearly that hardcore, but the point I'm trying to make is that there really is no excuse for most accidental TKs happening in this game. Every single bullet leaving your rifle, ever grenade you launch or throw is your responsibility. If you frag the wrong guy, for whatever reason, you messed up and should accept that punishing you is entirely acceptable. If the other guy forgives you, fine, that's his choice, but he has every right to punish you.
As I said, I punish pretty much all TKs unless I feel I was to blame - running in front of someone firing or in front of a vehicle really doesn't give the killer a chance to help himself, and that is another thing entirely. But if I'm running behind enemy lines and a friendly appears around a corner, panics and shoots me,
NO WAY am I going to forgive that.
In fact, I think TK punishes should be made even harsher, like 2 punishes or maybe just 1 would lead to an autokick. Or a punish could lead to the killer being instantly killed.. seems an appropriate punishment tbh, no more unrealistic than many other gamey elements in PR and perfectly in the spirit of the game, IMO. You reap what you sow; that other guy's gonna have to wait 45 seconds until he can continue playing, due to your mistake. It's only fair that you get to wait with him.
All that said, TKs aren't really that common in PR anymore. Usually it only happens to me maybe once in a round, and it usually goes several rounds between my TKs. So I really don't think it's a major point either way.
JP*wasteland.soldier wrote:There is NOTHING wrong with spawn killing as long as it isn't an uncappable spawn. When I'm trying to cap your flag, and I see you spawn, I'm not going to give you a chance, I'm going to shoot you.
Exactly true. The problem is really one of level design - if the spawnpoints are placed in such a way that you're likely to see people spawn when assaulting the flags, or if there's few enough of them that you can learn where they are and camp them, that's the level creator's fault. The worst example
ever is the Hotel flag on Strike at Karkand. There's only, what, four different spawnpoints on that flag, and a correctly places APC can cover two of them, instantly killing half the people spawning there before they have a chance to react. If that flag had twice as many spawnpoints, spread over a larger area and more out of the way, the total sum of spawnkilling frustration in vBF2 as a whole would probably decrease significantly..
I do hope PR mapmakers are aware of these factors and place spawnpoints appropriately.
Oh, and uncappable flags should never even be approachable by the enemy, IMO. There's just no good reason to allow it.