Killed In One Alpha On Forest Colony.
#21
Posted 24 February 2015 - 11:36 PM
#22
Posted 24 February 2015 - 11:38 PM
#23
Posted 24 February 2015 - 11:56 PM
#24
Posted 24 February 2015 - 11:56 PM
#25
Posted 24 February 2015 - 11:59 PM
#26
Posted 25 February 2015 - 01:03 AM
#27
Posted 25 February 2015 - 01:55 AM
Edited by The Ratfink, 25 February 2015 - 01:56 AM.
#28
Posted 25 February 2015 - 02:14 AM
#29
Posted 25 February 2015 - 02:21 AM
Intentional jumping in front to try and get the kill, including running into large lasers half way through their burn.
You could see their desperate logic "I don't care if I have 50% chance of death by this laser beam, I have 50% chance of scoring this kill point so its worth it!".
The fast circling lights are always carelessly running through lasers, its part of the circle tactic, you have to eat some friendly fire because stopping or running directly away will eat the full burn of the enemy's alpha instead of a quick brushing.
LRM does splash damage and they don't really know that someone is face hugging their target when the missiles land seconds later. Or when clever lights actually know how to use enemy's as a shield, awesome kill the LRM boat with its own damage by luring its missiles into its teammate, that would be a fun new tactic.
Reflect damage and the same people reclessly/intentionally shooting will be the same people jumping in front and causing you to take your own damage.
Then the trolls who intentionally jump in the way to make you kill yourself for a laugh.
Just showing it on the scoreboard would be good. Everyone is going to inflict some, but if high its something to be ashamed of.
A "bzzzt" and cross on the screen would be good too.
#30
Posted 25 February 2015 - 02:33 AM
Edited by PhoenixFire55, 25 February 2015 - 02:41 AM.
#31
Posted 25 February 2015 - 03:11 AM
That's an important distinction. In the Group Queue, you don't get new players in their first 25 matches being used as "filler" on teams to make their Elos even.
That being said, since PGI has OBVIOUSLY decided that they are going to use the Solo Queue as their "new player experience" and "tutorial," all of us that play in the Solo Queue simply have to accept the fact that matches will NEVER be balanced. The better you are, the more new players you're expected to carry without pay.
It is what it is, man.
My suggestion is to learn what mechs are "trial mechs" at any given point in time, identify them in your team, and stay BEHIND them. Use them as shields. Odds are good that they can't unzoom without looking at their hands, so they'll probably be standing still somewhere...flinging LRMs. They're not much use to the team except to take shots that could damage someone that actually knows what they're doing. Use them for what they are. Fodder.
#32
Posted 25 February 2015 - 03:25 AM
FupDup, on 24 February 2015 - 09:13 PM, said:
Damned if you do, damned if you don't...
+1
Also, team damage penalties can be just as abused and used as a trolling tool, and it will be worse than what we have now IMO.
For one thing, actual trolls are on new non-primary accounts using trial mechs and could care less about c-bill penalties anyway. So you aren't going to hurt them.
Also, trolls can now intentionally wander into and stay within your LoS preventing you from shooting (for fear of taking unintentional c-bill penalties). They block your shots to steal a kill or just get in your way to tick you off till the enemy kills both of you.
Maybe its my ELO (and trust me, it can't be that high of an ELO), but I rarely have the issue of dealing with trolls. Maybe we all take some friendly fire in combat, but that is part of the chaos of war. Try to check your fire. If it seems to be a new person being a noon, try to inform them and be mindful they are learning. If it seems to be a troll, report them.
#33
Posted 25 February 2015 - 03:45 AM
AUSwarrior24, on 24 February 2015 - 10:00 PM, said:
I think the best way to discourage this is just to make doing it a nuisance. Not just feedback, but annoying feedback. So when you slice your weapons across a friendly, this might come up:

This feels hilariously arcadey.
Match perfectly well with the "INCOMING MISSILE" and "CRITICAL DAMAGE" warning we currently have. I support this.
#34
Posted 25 February 2015 - 03:50 AM
Willard Phule, on 25 February 2015 - 03:11 AM, said:
That's an important distinction. In the Group Queue, you don't get new players in their first 25 matches being used as "filler" on teams to make their Elos even.
That being said, since PGI has OBVIOUSLY decided that they are going to use the Solo Queue as their "new player experience" and "tutorial," all of us that play in the Solo Queue simply have to accept the fact that matches will NEVER be balanced. The better you are, the more new players you're expected to carry without pay.
It is what it is, man.
My suggestion is to learn what mechs are "trial mechs" at any given point in time, identify them in your team, and stay BEHIND them. Use them as shields. Odds are good that they can't unzoom without looking at their hands, so they'll probably be standing still somewhere...flinging LRMs. They're not much use to the team except to take shots that could damage someone that actually knows what they're doing. Use them for what they are. Fodder.
What we really need is a visible ranking system for players.
No, not so people can "lol look at how leet i am", but rather, so the MatchMaker can make groups that make sense.
Not only that, but have the game apply a role to a loadout when you save it. If you put an AC20 into a Raven, the game gives you the role "Fast Striker", put in a pair of ERLLs and you're a "Scout Sniper". That sort of thing.
Right now we have the invisible elo system. Sometimes it makes a nice match, most of the time not.
If we had a "Cadet/Recruit/Lieutenant/Sergeant" etc, using proper BattleTech titles, we could have the MM throw together a team that has equally skilled players in equal amounts.
But maybe i just want the Trials back from Ghost Bears Legacy.
As it is, people tend to follow the pack not because someone is truly leading, but because of herd mentality. New players will follow anyone so they can see what it is they're meant to do, and if the new players are following other new players ...
Besides, having visible ranks would give people something to work towards. At least in my opinion.
Edit: Also, having Ranks instead of a Magic Number would give us visibly balanced matches. Unlike now, where for all you know you have 2 skilled players stuck with 10 Cadets in their 26th match because the Magic Number says because the total number = XXXX that the match is balanced.
Edited by Reitrix, 25 February 2015 - 03:53 AM.
#35
Posted 25 February 2015 - 03:50 AM
- Make Betty give an audible warning when you shoot a friendly mech
- Make the reticule change colour (e.g. blue) when you shoot a friendly mech
- Exponential C-bill and XP penalties for friendly fire. I.e. low penalties for swiping your laser over a friendly target. High penalties for a full alpha strike into a friendly back. Extreme penalties for high damage over time in a single match.
- Extra penalties for component destruction
- Make it a lot easier to see the amount of friendly fire after each match, not just number of teamkills.
I mean, sometimes you can just stop firing if someone tries to steal your kill by hugging the target. But if they're hugging a dangerous target with lots of firepower, you can't just hang back and wait for your teammates to deal with him. Perfect example, light mechs hugging Dire Wolves. The Dire Wolf ignores the light mech, but you have to risk shooting the friendly light mech or just stand there and absorb firepower untill that Commando either moves away or somehow manages to kill the Dire Wolf after 3-4 minutes.
But yeah. Immersion. It's still important to me.
#36
Posted 25 February 2015 - 03:58 AM
Alistair Winter, on 25 February 2015 - 03:50 AM, said:
- Make Betty give an audible warning when you shoot a friendly mech
- Make the reticule change colour (e.g. blue) when you shoot a friendly mech
- Exponential C-bill and XP penalties for friendly fire. I.e. low penalties for swiping your laser over a friendly target. High penalties for a full alpha strike into a friendly back. Extreme penalties for high damage over time in a single match.
- Extra penalties for component destruction
- Make it a lot easier to see the amount of friendly fire after each match, not just number of teamkills.
I mean, sometimes you can just stop firing if someone tries to steal your kill by hugging the target. But if they're hugging a dangerous target with lots of firepower, you can't just hang back and wait for your teammates to deal with him. Perfect example, light mechs hugging Dire Wolves. The Dire Wolf ignores the light mech, but you have to risk shooting the friendly light mech or just stand there and absorb firepower untill that Commando either moves away or somehow manages to kill the Dire Wolf after 3-4 minutes.
But yeah. Immersion. It's still important to me.
Here's the thing, though.
We've already established that new players simply don't learn in the solo queue. Take that as a given. Whether it's because they speak a different language than the people that are trying to help them or it's because they simply don't care, new players are always going to be a problem in the Solo Queue.
What's the point in punishing them further than making them play with people that are going to berate them for being useless? What's the point in taking cbills away from them when they already can't afford their own mech after the first 25 matches?
No, the easiest solution is to come up with a completely different ranking system than this stupid Elo thing they've got. Stop putting the inexperienced people in with the experienced ones and the friendly fire will change significantly.
#37
Posted 25 February 2015 - 04:02 AM
On the other side of things.
A round or two after that I came over the hill on the small snowy map (can't remember the name) to see 5 or 6 enemies in the valley bellow. I started firing off my dual AC/20's to find out the game was a bit slow in relaying the green triangle above a friendlies head. I must of pumped 4 or 5 rounds into him before the game gave me the info that he was a friendly. I promptly apologized but whos fault is that? Should I be penalized for the games inability to keep up with everything it has to display?
No thanks.
#38
Posted 25 February 2015 - 04:03 AM
Sometime i manage to do ff, sometimes i get ff.
There was a pug match on alpines, when i was in my 4g, i teamed with raven, who circlejerked enemy mechs, and i gave him ac20 firepower(we killed like 3-5 mechs this way). in the end of match, i accidently killed him with ac20 round (he was circling way too fast and got an ac20 to the back). I did not wanted to kill him. I really regreted this, but he said it was his fault.
When i play laservomit people tend not to see burning lasers and go in my fireline, should i be puniched for jerks going in fireline?
There are not so many games with full FF, and i find full FF awesome.
#39
Posted 25 February 2015 - 04:06 AM
LordKnightFandragon, on 24 February 2015 - 10:34 PM, said:
Well, the players need a massive lesson in situational awareness in general.
So, 100% reflection for FF will result in both sides of the house paying more attention to their Friendly fire. Players will move better, or get shot and others will aim better, and be more careful with their placement. Its a win win really....
Are you just trying to invite back all the trolls and feed them with a perfect mechanic for them to do what they do and make it much harder to be caught at it or simply had a thought that without consideration of the ramifications of it's implementation appears to be an answer to YOUR problem?
The OP with the reflection suggestion needs to reflect upon more experience playing this game.
So many things bad about this idea that it's a: lose, lose, lose, lose, lose, lose, win, lose, lose, lose, lose, lose, win, lose, lose, lose, lose, etc, etc etc.
#40
Posted 25 February 2015 - 04:06 AM
AUSwarrior24, on 24 February 2015 - 10:00 PM, said:
I think the best way to discourage this is just to make doing it a nuisance. Not just feedback, but annoying feedback. So when you slice your weapons across a friendly, this might come up:

Or.... this?
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