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Friendly Fire Reflection To Start


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#1 wizdan

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Posted 04 September 2013 - 05:43 AM

I can understand and appreciate the role friendly fire has in combat - you need to be aware of where your team mates are, which weapons are safe to fire, etc., but I'm getting really tired of all the friendly fire done at the start of each round. Whether it's from people who can't be bothered to aim at the sky or a wall when setting their weapons groups, griefers, or people who just get bored and plink their team mates the whole way until contact is made, is becoming nearly impossible to get everyone to the fight at 100%. Would there be a way to reflect friendly fire for the first 30 secs or so of each match, so anyone unaware/unkind/bored enough to commit it gets their own mech damaged in place of their target? The status quo of reporting griefers (which seems to be a never ending task), and getting frustrated with the other types needs to be addressed somehow.

#2 Koniving

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Posted 04 September 2013 - 05:45 AM

It'd be nice. But on some maps the fighting begins in 30 seconds. So maybe 20.

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 scJazz

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Posted 04 September 2013 - 05:56 AM

You know I like this idea. It is in the wrong place but I like it. Koniving rightly points out it needing to be shorter. Unfortunately reporting the responsible party when you get zapped by a weapons test is very hard since they are almost always behind you.

I would go further in the damage reflection element though. All damage is reflected to CT Internal.

Post over in Feature suggestions dude.

#4 Koniving

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Posted 04 September 2013 - 05:57 AM

Someone's sadistic, heh.

#5 Rushin Roulette

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Posted 04 September 2013 - 06:02 AM

View PostKoniving, on 04 September 2013 - 05:45 AM, said:

It'd be nice. But on some maps the fighting begins in 30 seconds. So maybe 20.

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 Koniving

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Posted 04 September 2013 - 06:42 AM

View PostRushin 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 Itsalrightwithme

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Posted 04 September 2013 - 06:55 AM

View PostKoniving, on 04 September 2013 - 05:45 AM, said:

It'd be nice. But on some maps the fighting begins in 30 seconds. So maybe 20.

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 Scorpyon

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Posted 04 September 2013 - 07:59 AM

He's talking about FRIENDLY fire....reflecting only FRIENDLY fire. 30 secs, 20 secs, either would work.

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 scJazz

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Posted 04 September 2013 - 08:02 AM

Which is why I want to cull the herd by reflecting all damage to CT Internal thereby eliminating the mindless.

#10 Itsalrightwithme

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Posted 04 September 2013 - 09:58 AM

Koniving, scJazz and I replied in terms of engagement because when one is expected to have started engagement with the enemy, then how can we expect a special rule or time-out or nullification of friendly fire? That would be unfair.

#11 StarGeezer

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Posted 04 September 2013 - 10:18 AM

You could perhaps conditionally abrogate the "No FF" timer by having visual and/or radar contact of an opponent. It wouldn't totally eliminate FF, but it might save someone from having their back or arm flayed open before they even get to the fight.

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. :D

#12 Hexenhammer

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Posted 04 September 2013 - 11:13 AM

Fastest way to solve FF at the start of a match? ***** a FF penalty for the first 10 or 20 seconds of the match. Damage x 10,00 CBill

Hit someone with a small laser? That's 30,000
That accidental gauss round? Yeah 150,000 CBill penalty.

#13 TercieI

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Posted 04 September 2013 - 11:22 AM

View PostHexenhammer, on 04 September 2013 - 11:13 AM, said:

Fastest way to solve FF at the start of a match? ***** a FF penalty for the first 10 or 20 seconds of the match. Damage x 10,00 CBill

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 Hexenhammer

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Posted 04 September 2013 - 12:21 PM

My opinion. Large map should have at least three random spawn points for each team. It would give scouts something to do. Like scouting.

Even forest colony and frozen city could use multiple drop points.

#15 scJazz

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Posted 04 September 2013 - 02:49 PM

View PostHexenhammer, on 04 September 2013 - 11:13 AM, said:

Fastest way to solve FF at the start of a match? ***** a FF penalty for the first 10 or 20 seconds of the match. Damage x 10,00 CBill

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 Johnny Marek Summers

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Posted 04 September 2013 - 06:39 PM

Well... at least you didn't say 'to the head.'

#17 scJazz

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Posted 04 September 2013 - 06:54 PM

View PostJohnny Marek Summers, on 04 September 2013 - 06:39 PM, said:

Well... at least you didn't say 'to the head.'

*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 Hexenhammer

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Posted 04 September 2013 - 07:35 PM

So both!

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 MagicM0E

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Posted 05 September 2013 - 02:53 AM

I think (not so) friendly fire should stay just as it is and pilots should learn some control, just as they would if they were actually sat in a 10m+ tall walking death machine. What I would like to see is a friendly fire damage penalty. If you cause damage to a friendly Mech it gets deducted from your final score at twice* the rate you'd score for shooting an enemy Mech.

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 Amsro

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Posted 05 September 2013 - 04:00 AM

Friendly fire damage output should be tracked and shown just the same way your enemy damage is tracked and shown.

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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