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Kill still given if the enemy self-destructs


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I think I'm beginning to understand the basis of Diesel's argument here. I think he's viewing this like it's a DM, where if you splash and kill yourself, you would lose a kill - and with the addition of this idea, then your opponent would also gain a kill, meaning you will be double penalized. I'm mostly viewing this in the team game mode context (I thought that was made obvious by default, but I guess not) simply because all but one of the modes are team modes and I usually only play team modes. That said, I think this idea (or the assist compromise) would absolutely make sense in team modes. I think I saw earlier that Diesel said that a kill shouldn't be taken away for the person who self-destructs if we were to implement this idea and I'm perfectly happy with this suggestion for DM modes.

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2 hours ago, sensei_tanker said:

I think I'm beginning to understand the basis of Diesel's argument here. I think he's viewing this like it's a DM, where if you splash and kill yourself, you would lose a kill - and with the addition of this idea, then your opponent would also gain a kill, meaning you will be double penalized. I'm mostly viewing this in the team game mode context (I thought that was made obvious by default, but I guess not) simply because all but one of the modes are team modes and I usually only play team modes. That said, I think this idea (or the assist compromise) would absolutely make sense in team modes. I think I saw earlier that Diesel said that a kill shouldn't be taken away for the person who self-destructs if we were to implement this idea and I'm perfectly happy with this suggestion for DM modes.

then again,could just be a mistake or the other party not knowing he/she would kill its self lol. It is very aggravating no doubt after the work being put into a kill just for them to self destruct but what I have learned is when you see someone not turning turret to keep a distant to make the kill. same for hunters,keep a distance to assure they cant freeze you,let them waste the overdrive and make your kill. ?

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19 hours ago, sensei_tanker said:

I think I'm beginning to understand the basis of Diesel's argument here. I think he's viewing this like it's a DM, where if you splash and kill yourself, you would lose a kill - and with the addition of this idea, then your opponent would also gain a kill, meaning you will be double penalized. I'm mostly viewing this in the team game mode context (I thought that was made obvious by default, but I guess not) simply because all but one of the modes are team modes and I usually only play team modes. That said, I think this idea (or the assist compromise) would absolutely make sense in team modes. I think I saw earlier that Diesel said that a kill shouldn't be taken away for the person who self-destructs if we were to implement this idea and I'm perfectly happy with this suggestion for DM modes.

Not just not having their kills taken away, but also not having to lose points and gain a death. This should be in all modes.

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2 hours ago, DieselPlatinum said:

Not just not having their kills taken away, but also not having to lose points and gain a death. This should be in all modes.

Losing points? Alright. Gaining a death? That can stay, it only makes sense. You were destroyed after all.

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4 hours ago, TheCongoSpider said:

Losing points? Alright. Gaining a death? That can stay, it only makes sense. You were destroyed after all.

No it doesn't. It should instead be considered as a self destruction. Deaths should be about how many times an enemy has killed you, not how many times you killed yourself.

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7 hours ago, DieselPlatinum said:

No it doesn't. It should instead be considered as a self destruction. Deaths should be about how many times an enemy has killed you, not how many times you killed yourself.

That's just it. You were destroyed. You died, you suffered a death. Whether it was by your own hand or by the enemy, you were destroyed. 

 

Keep in mind that splash damage turrets have the ability to damage multiple enemies at once, possibly destroyed many enemies at once. As a cost of that, you can unintentionally destroy yourself. There should be a penalty, in this case it can be the penalty that least matters, and that's gaining a death.

 

You do have the ability to damage multiple enemies with one shot, and at the same time, deny enemies a kill by you shooting yourself and self-destructing. 

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2 hours ago, TheCongoSpider said:

That's just it. You were destroyed. You died, you suffered a death. Whether it was by your own hand or by the enemy, you were destroyed. 

 

Keep in mind that splash damage turrets have the ability to damage multiple enemies at once, possibly destroyed many enemies at once. As a cost of that, you can unintentionally destroy yourself. There should be a penalty, in this case it can be the penalty that least matters, and that's gaining a death.

 

You do have the ability to damage multiple enemies with one shot, and at the same time, deny enemies a kill by you shooting yourself and self-destructing. 

There is still a penalty. You lose your spot on the map, you spend 10 seconds respawning, and you gain a self destruction. 

Even with just gaining a death, that's still way too harsh. That's like getting all the right answers on a test and then you answer one question wrong you fail the whole test, the whole class, and even the whole grade you were currently in and then say that the test was too hard.

 

Deaths should be more associated with an enemy killing you. And SDs should be associated with you killing yourself.

 

That's the only way I'll accept sensei's idea.

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52 minutes ago, DieselPlatinum said:

There is still a penalty. You lose your spot on the map, you spend 10 seconds respawning, and you gain a self destruction. 

Same thing happens when an enemy is destroyed by the splash damage of you shooting someone else or a wall, minus the self-destruction.

54 minutes ago, DieselPlatinum said:

Even with just gaining a death, that's still way too harsh. That's like getting all the right answers on a test and then you answer one question wrong you fail the whole test, the whole class, and even the whole grade you were currently in and then say that the test was too hard.

I'd say it's more like you are a consistently underperforming student who found a cheat sheet (you are able to damage multiple enemies at once while your classmates cannot) but because you consistently underperform, suddenly getting full marks would deem you suspicious so you would intentionally get some questions wrong to lower your mark (self-destruct penalty).

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A death is a death.  They don't keep track of SDs so there no other way to account for it.

If you SD, should count as a death, but no loss of points.  If somone damaged you before you SD then they should get an assist.

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1 hour ago, TheCongoSpider said:

Same thing happens when an enemy is destroyed by the splash damage of you shooting someone else or a wall, minus the self-destruction.

I'd say it's more like you are a consistently underperforming student who found a cheat sheet (you are able to damage multiple enemies at once while your classmates cannot) but because you consistently underperform, suddenly getting full marks would deem you suspicious so you would intentionally get some questions wrong to lower your mark (self-destruct penalty).

 

1 hour ago, wolverine848 said:

A death is a death.  They don't keep track of SDs so there no other way to account for it.

If you SD, should count as a death, but no loss of points.  If somone damaged you before you SD then they should get an assist.

Then I'm not accepting sensei's idea.

 

Which is fine. Rewarding someone who uses an OP strategy against someone else shouldn't be allowed anyway.

Edited by DieselPlatinum

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5 minutes ago, DieselPlatinum said:

 

Then I'm not accepting sensei's idea.

 

Which is fine. Rewarding someone who uses an OP strategy against someone else shouldn't be allowed anyway.

OP strategy?  What? 

Splash turrets live by the sword and can die by the sword.  Advantage from distance.  Disadvantage up close.  Nothing OP about it.

Don't want to get hit by your splash in smaller maps?  But an alt or equip a different turret.  Same thing for freeze on highways...

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8 minutes ago, TheCongoSpider said:

*Shrugs*

 

1 minute ago, wolverine848 said:

OP strategy?  What? 

Splash turrets live by the sword and can die by the sword.  Advantage from distance.  Disadvantage up close.  Nothing OP about it.

Don't want to get hit by your splash in smaller maps?  But an alt or equip a different turret.  Same thing for freeze on highways...

LMFAOBTSAIS.

 

Ok.

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Scoring System of Splash Damage Self-destruction

I'm happy with how Self-destruction is scored currently, except splash damage resulting in self-destruction should not neglect the damage already dealt to tank by opponents. It is extremely frustrating when in the process of destroying a tank, and having dealt a lot of damage, for that tank to "self-destruct". Especially when that tank kills you in the process. If it wasn't for the damage dealt by the attacking tank, then in most cases the splash damage wouldn't have been sufficient to kill the user of such a tank. Of course, I am referring to the turrets: Striker, Thunder & Magnum. In my opinion, such a death should consider the "assisted kill" aspect in order to reflect a tankers true effort during a battle. This change would particularly benefit tankers who use close range turrets as it a less common problem for long range turrets.

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3 hours ago, sensei_tanker said:

Can we agree on:

1. Kill will still be given when an opponent self destructs

2. The opponent will no longer be penalized for the self destruct.

I can.

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Looking back at it, I'd say that I was over exaggerating everything in this topic for for two reasons:

 

1. Was that I feared that everyone would be start going up to a splash turret users face.

2. Even if a lot of the turrets had their ways of coping close range combat like magnum can hide behind walls, thunder, Rico and twins can just remove their splash and Gauss has a smaller splash radius for arcade mode, what coping luxury does striker have?

 

And then reality came back and smacked me in the face.

 

1) everyone's mostly gonna camp in their base because it rewards those that camp and farm kills better than those that play the main objective of the battle.

 

2) nowadays as a splash user I just camp wherever I please and it's much more relaxing than trying to carry my team all the time.

 

And 

3) I have more ways of countering up close players than I can count as a splash user.

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3 minutes ago, sensei_tanker said:

Tell the devs to make this update.

Unfortunately, we report it once, and we don't remind Developers again. Sorry ☹️

Spoiler

Half of these players aren't Forum Mods btw

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4 minutes ago, Mr.Nibbles said:

 

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Half of these players aren't Forum Mods btw

You are right, only 2 are forum mods, while @Maf is an admin.

If I had to guess why admins don't like this idea, its because there are plenty of missions to just deal damage, so you can steal get some reward. Also, there is something to finishing out the kill. However, I believe most players don't take into consideration the occasional daily and weekly mission. Do you think we will find a lot of these in the recently launched special missions?

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