

Friendly Fire Reflection To Start
#1
Posted 04 September 2013 - 05:43 AM
#2
Posted 04 September 2013 - 05:45 AM
Oh, and while suggestions are often glazed over with rolling eyes, this will never get seen here unless it's reported for being bad. There's a suggestions thread to copy/paste this to.
Edited by Koniving, 04 September 2013 - 05:46 AM.
#3
Posted 04 September 2013 - 05:56 AM
I would go further in the damage reflection element though. All damage is reflected to CT Internal.
Post over in Feature suggestions dude.
#4
Posted 04 September 2013 - 05:57 AM
#5
Posted 04 September 2013 - 06:02 AM
Koniving, on 04 September 2013 - 05:45 AM, said:
Oh, and while suggestions are often glazed over with rolling eyes, this will never get seen here unless it's reported for being bad. There's a suggestions thread to copy/paste this to.
Dont forget, this is Friendly fire the OP is takling about.
30 Secs is fine, even in a fight. If everyone is lined up behind each other and the guy at the back thinks its a great idea to shoot at that red box showing through his teammates... then he really does deserve a bit of a slap to make him think of chaning his play style.. not even lights get into a big mashup on River City Theta within 30 seconds of starting out from spawn and the amount of damage they cause within the few seconds of a fight which brush over friendlies would be relatively negligible.
#6
Posted 04 September 2013 - 06:42 AM
Rushin Roulette, on 04 September 2013 - 06:02 AM, said:
Dont forget, this is Friendly fire the OP is takling about.
30 Secs is fine, even in a fight. If everyone is lined up behind each other and the guy at the back thinks its a great idea to shoot at that red box showing through his teammates... then he really does deserve a bit of a slap to make him think of chaning his play style.. not even lights get into a big mashup on River City Theta within 30 seconds of starting out from spawn and the amount of damage they cause within the few seconds of a fight which brush over friendlies would be relatively negligible.
I'm fully aware.
You'd be surprised. I've been engaged within 5 seconds of River City, we call the engagement "Snipers" with PPCs and Gauss Rifles. These often require return fire, sometimes while a friendly runs in front of you completely unaware.
On Forest Colony the engagements for light versus light can, occasionally, occur within 27-ish seconds or any time before the countdown timer hits the 30 second mark.
Remember as SLOW as medium lasers fire, 32 seconds is enough to fire them 8 times.
Edited by Koniving, 04 September 2013 - 06:45 AM.
#7
Posted 04 September 2013 - 06:55 AM
Koniving, on 04 September 2013 - 05:45 AM, said:
Oh, and while suggestions are often glazed over with rolling eyes, this will never get seen here unless it's reported for being bad. There's a suggestions thread to copy/paste this to.
On River City maps the shooting starts immediately. If you spawn near the edge, you have clear line-of-sight to your opponent.
#8
Posted 04 September 2013 - 07:59 AM
In World of Tanks the kick-off was bad because newbs would track big tanks that were already slow by running into them on the kick-off (there's nothing worse than being in a slow tank and being tracked right at the get-go). They instituted a no friendly fire timer where damage could not be done to a FRIENDLY during the first few seconds of the kick-off.
I keep mentioning World of Tanks because this game is virtually the same game, structurally speaking. Things done in one SHOULD be easily adapted in the other.
As an Aside, though....
It befuddles me that people need to shoot their guns when there's no target. This is bad on so many levels, and friendly fire is only one of them. It tells the bad guys, not only WHERE YOU ARE, but where you're likely headed and what kinds of weapons you'll have when you get there. It's just not very smart.
Scorpyon
#9
Posted 04 September 2013 - 08:02 AM
#10
Posted 04 September 2013 - 09:58 AM
#11
Posted 04 September 2013 - 10:18 AM
This is a personal little peeve of mine as well. It's gotten me in the habit of either moving behind or at least far off to the side of the rest of my own squadmates at the onset of a match, just in case anyone gets a little twitchy on the trigger. If I'm in a faster mech like my Jenner, I swing wide to the side and then jet off to my designation so no one can "accidentally" peel a layer or two off my already fragile backside.

#12
Posted 04 September 2013 - 11:13 AM
Hit someone with a small laser? That's 30,000
That accidental gauss round? Yeah 150,000 CBill penalty.
#13
Posted 04 September 2013 - 11:22 AM
Hexenhammer, on 04 September 2013 - 11:13 AM, said:
Hit someone with a small laser? That's 30,000
That accidental gauss round? Yeah 150,000 CBill penalty.
Wow. I've been wanting "15 seconds to weapons hot" but I LOVE this solution. Sign me up!
On a related note, I would like to see spawn points spread out of collision damage off for 10 seconds. I feel like I start every other match with a yellow armor leg because somebody blunders into me (or vice versa, admittedly).
S
#14
Posted 04 September 2013 - 12:21 PM
Even forest colony and frozen city could use multiple drop points.
#15
Posted 04 September 2013 - 02:49 PM
Hexenhammer, on 04 September 2013 - 11:13 AM, said:
Hit someone with a small laser? That's 30,000
That accidental gauss round? Yeah 150,000 CBill penalty.
I really do like my idea better as it solves everything. Your plan still leaves my Catapults Bunny Ears shot off. The OPs plan means my Bunny Ears are just fine add in my refinement and *POOF* dehstupidz dem r gone bai bai o/
#16
Posted 04 September 2013 - 06:39 PM
#17
Posted 04 September 2013 - 06:54 PM
Johnny Marek Summers, on 04 September 2013 - 06:39 PM, said:
*facepalm*
It has been so long that I've been head shot in my Catapult that I forgot that option existed! Seriously I just use the head for ammo storage.
new plan... all damage reflects to HEAD INTERNAL
Edited by scJazz, 04 September 2013 - 06:54 PM.
#18
Posted 04 September 2013 - 07:35 PM
Reflect the damage to save wimple from others stupidity and do a ff penalty to drive the point home!
Other options I've seen is weapons on lock down for first ten seconds of the game.
Setting it up so no mech is directly in front of the other helps as well. I remember I closed beta I'd start a match with a face full of at Atlas ***.
Ultimatly your idea is better and I freely admit that and should have in my original post. And it could be used to deal with collision. damage. I saw commandos loose a limb in the first five seconds of a match because someone walked over them.
#19
Posted 05 September 2013 - 02:53 AM
Eg. AC20 into your team mates back = minus 40 points of damage from your final score along with the loss of the accompanying cbills/xp
Also, if you accidently (or otherwise) kill a friendly, your final score is zeroed. No points, no XP, no Cbills, no anything!
M0E
*this figure could be adjusted up or down depending on how serious the community see’s this problem.
#20
Posted 05 September 2013 - 04:00 AM
Anywhere from 10-40 team damage seems acceptable based on 11 teammates. You would quickly find out who is mistaking team mates for enemies and who is trolling.
The amount of times I need to pause weapon fire while a team mate wanders into my firing lane is grotesque!
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