Generally, a good team tactic is to stick together and form a "death ball" with the idea being to focus fire one enemy down at a time. In a "ball" formation, not everyone has line of sight and those that are taking damage in the front are trying wiggle, move, and get behind cover. It's also a good general tactic to spread out the damage to all team members. As the enemy's location is being reveled, other team members are moving about trying to find an angle and sometimes fall under fire in the process. You might find a situation where you have the upper hand popping out and hitting and ducking before taking damage which is good for your team, but it requires moving a lot, in and out of someone else's line of fire.
So how does one move about in this situation? Inevitable, into someone's line of fire. It seems more often today than most days that there is justification to just kill the team member who got in your way as it's their fault, they should know they got in the way and they're being stupid and a stupid team mate that is blocking allied fire from hitting the enemy is now hurting the team, therefore it is better for them to die.
In extreme cases, yes, but they are very far and few between, not 3 out of 5 games... It's also not friendly to new pilots which hurts the community and game developers.
It's one thing to accidentally hit a team mate resulting in their death, but completely another to justify it. If you find yourself justifying it, you will notice it happens a lot. If you realize it's an accident and make an effort to avoid team damage at all costs, you'll find it is very rare.
[Suggestion] It would help if the user interface wasn't so clunky and designed as an after thought. Perhaps if mechs had rear view mirrors, or a monitor in the cockpit displaying a backup camera, or if the minimap in the cockpit could be zoomed out. There is also a large problem with false line of sight in general in this game and if developers paid some attention to this area, it would also shine light on all line of sight issues including friendly fire. It would also help people prioritize and justify differently if there were friendly fire penalties.
Successful MMO's require a delicate balance of both fixing existing problems as well as designing new content to keep players interested. If too many problems hinder the player's interest, new content won't be as appealing. On that point, the design of River City Night feels more like I'm fighting the interface than actually challenging my battle skill and tactics. Until false line of sight is corrected, please refrain from night battles.
Fighting with the interface will also increase friendly fire issues as it is a line of sight issue.
Edited by destroika, 01 January 2015 - 02:17 PM.