Friendly Fire - would you like it?
#101
Posted 03 June 2012 - 08:32 PM
#102
Posted 03 June 2012 - 09:17 PM
#103
Posted 03 June 2012 - 09:23 PM
#104
Posted 03 June 2012 - 09:52 PM
Mechwarriors traditionally, and I'm sure this one, too, have pretty informative targetting; I hit E, and a big red box appears around the nearest enemy. F, big blue or green box around nearest friendly. My missiles will only lock on an enemy. My targetting reticle turns green with a big X through it if I target a friendly. The mechs most certainly are NOT freerunning all over my crossfire, so that's out, too.
All that in mind, it is really hard to inadvertently hit a friendly. Therefore, nearly the only way you're going to do it is on purpose to troll. I don't feel like getting troll-shot when I'm fighting for territory. So, I'm against Friendly Fire in Mechwarrior Online.
Edited by Revage, 03 June 2012 - 09:53 PM.
#105
Posted 04 June 2012 - 10:23 AM
Edited by MaddMaxx, 04 June 2012 - 10:25 AM.
#106
Posted 04 June 2012 - 04:07 PM
Edited by Blastcaps, 04 June 2012 - 04:08 PM.
#107
Posted 04 June 2012 - 04:11 PM
Edited by Prosperity Park, 04 June 2012 - 04:12 PM.
#108
Posted 04 June 2012 - 04:48 PM
Prosperity Park, on 04 June 2012 - 04:11 PM, said:
If they do implement friendly fire, they'll definitely have to punish trolls, no denying that.. but to punish them, someone has to report them, and you have to have proof, so that person has to have some video of it taking place and that detracts from the person playing the game, and punishment from on-high will almost certainly NOT be carried out within that round, or even likely that same day, leaving the person to d-bag away, and even if they are somehow blocked from enterance, it's a free-to-play game so they make a new account or what-have-you. Mechwarrior isn't quite like most FPS' where you've got ninja-footed people running around your map, popping around building corners and spooking you, so friendly fire from poor target acquisition can reasonably be expected to be a small-probability issue. Also, aiming systems in the mechs identify what's under your reticule, so that's working against accidental firing as well.
The ability to identify your target isn't so much a question of skill, given the conditions that have traditionally existed in Mechwarrior games, so much as it is a question of "do you have moderately functional mental faculties?" or "are you color blind?"
Punishing with cash and XP penalties aren't particularly important, either, since this is again a Free-to-play game and a person could make a dummy account and troll away, never leveling the character and thus never accruing losses. They've got nothing to lose!
Easier to just skip the whole mess, disable friendly fire at least for the first few months, and not bother the game's staff with complaints when they could be further developing their brand-spanking-new game and addressing bugs (inevitable at release).
#109
Posted 05 June 2012 - 05:08 AM
Gzzz shoot thru 200 of your own guys to get 1 enemy....heck with that....let there be some realism in the game. LOL for a scifi game, LOL.
#110
Posted 05 June 2012 - 05:41 AM
MaddMaxx, on 04 June 2012 - 10:23 AM, said:
Is that more disruptive to the than firing your lasers through a hill, or being able to shift into third-person view and seeing what's on the other side of a ridge or building?
Don't get me wrong: I prefer friendly fire. But "computer won't let you harm FF-identified allies" is less of a stretch for me than "can see/shoot through hills".
#111
Posted 05 June 2012 - 05:52 AM
Cannot shoot through hills
Can shoot through glass buildings
Cannot shoot through solid buildings
Griefers are going to grief, whether it's shooting a teammate, standing in front of friendlies so they can't shoot. Ramming them so they can't move and get destroyed etc etc.
Neutering the game for some abstract fear isn't going to help anyone. If you're going to turn friendly fire off, may as well turn off heat and ammo so everyone can just run around holding the fire button down and not worry about hurting their teammates.
#112
Posted 05 June 2012 - 06:18 AM
#113
Posted 14 June 2012 - 10:20 PM
Who remembers BF2 where you could be setting up AT mines at a critical location and some jerk speeds by in a jeep then punishes you for teamkill destroys your AT barrier then minutes later the enemy armour has driven through the gap and captured a VP.
At least if there was no way for them to punish me I can console myself with their idiotic self destruction however with punishment I am doubly injured for good team play.
I am dreading seeing morons in heavy or assault class mechs stomping right up to each other form both sides to point blank range punishing team mates for all the missiles landing on their backs which were launched prior to their change of location and proceeding to smash each other down rather than laying down the suppressing long range arcs of fire I would use my assaults to provide were I in command.
When you are a front line soldier death can come from any direction and once dead you can't really complain. It's a command control thing which is why I quit the Battlefield franchise when they ceased evolving command structure.
#114
Posted 15 June 2012 - 01:31 AM
#115
Posted 15 June 2012 - 03:57 AM
a) It shouldn't really hurt lore as a per-match enforced setting, since it's basically a loadout requirement.
c) It's easily self-correcting for griefers who try to AoE their way around it. Just make certain actions "recognized by the IFF" as hostile, allowing us to unload on the griefer while he's trying to line up unguided LRMs on us.
d) It opens up some really, really fun avenues for ECM later on.
#116
Posted 15 June 2012 - 08:33 PM
#117
Posted 16 June 2012 - 01:17 PM
#118
Posted 16 June 2012 - 01:29 PM
Without it, we'll see an influx of people who don't manage their ammo and completely disregard what their team mates are doing. With it, fast mechs will have to pay attention to the heavier boys firing paths, and at the same time bigger guns will have to be aware of team members to prevent accidental lobotomies. It will allow fast mechs to encourage desperate enemies to friendly-fire, and will help to prevent slower mechs from emptying gauss rounds into teammates.
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