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New Thing To Help Against Friendly Fire.


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#41 MacClearly

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Posted 05 February 2017 - 04:57 PM

Are you getting killed by teammates regularly enough to warrant this? If so make sure and look at it from your own side as well. Almost nine out of ten times I am team killed I am the one to blame for running into a firing lane. Make sure you aren't face hugging too because in that situation it is usually better for players to fire through the facehugging team mate so everyone close by can kill the enemy.

#42 Scout Derek

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Posted 05 February 2017 - 07:48 PM

View PostAccused, on 05 February 2017 - 04:20 PM, said:


I don't think it would in this case. Hence my really only sole issues with it. I could understand the first time he fired. His teammate was too close and the blue box was probably far outside near the edges of the screen. I can see how that could happen when that close.

But his teammate moved away, the blue box would have shrunk somewhat, at least enough to finally see those boxes and he still fired. He was not paying attention to IFF indicators. I blame tunnel vision. It happens to the best of us.


that could be it too. He literally had all large lasers.

I bet his teammate was mad though lol.

#43 GenghisJr

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Posted 05 February 2017 - 07:54 PM

OK so once again I'm in a 35T death trap and this KDK 3 just had to walk over the top of me to get the easy kill, having the ghostbuster logo would have made no difference to what i did to the KDK 3 as a lesson not to walk in front like that

#44 Kangarad

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Posted 06 February 2017 - 01:34 AM

well I guess thats a lot of positive answers.

Tho I can understand that many think that it would not change much and that PGI is inclined to just ignore this or do it badly if at all.

This thread has achieved its purpose of bringing people together to argue about making the game great again without raising the salt levels further. Thank you all for participating.

#45 Errinovar

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Posted 06 February 2017 - 02:30 AM

View PostKangarad, on 05 February 2017 - 08:41 AM, said:



I am mostly taking friendly fire because SOMEBODY things I am good cover and does not know that his guns are behind me or tries to kill an enemy through me regardless.

I am not one of these that stand in the third line.





This just smacks of the arrogance that most of the pilots that waltz in front of other mechs already engaged and complain about FF when they are the ones that walked into the shot. The only time I deal friendly fire is when someone walks into it and the only time I take it is when I walk into it. Maybe it isn't that they are hiding behind you, maybe you just didn't care to see if you were walking into their line of fire..

#46 KuntaKimchi

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Posted 06 February 2017 - 03:01 AM

That wouldn't fix the bugs. I team killed a firestarter once. His target info was red though, and it showed up as the enemy. He charged me as I laid down fire.. but he never shot back. I wondered why, then when he was destroyed, I got the teamkill alert. Man. That had me real life sad and depressed. I apologized over and over and over and over to him. I lost sleep that night. Especially since he ran up to me and was like "what are you doing?!"
I'm still very sorry for that. It's seared into my memory like it was a real life event. Like a bad movie, where the guy has nightmares about what he did that got his wingman killed. I even stopped playing for a while after that.

#47 William Slayer

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Posted 06 February 2017 - 07:14 AM

I have no problems with this concept, and I agree with previous posts that the directional arrow for your Mech is on about the same level for 'making the game easier/harder'. Make a toggle switch to turn the option on and off, everyone's happy!

#48 Mole

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Posted 06 February 2017 - 07:31 AM

This is nice and all bust mostly the friendly fire that I dole out is usually a result of somebody cutting in front of me about the time I am pulling the trigger. Unless this physically stopped your weapons from firing no matter how many times you pulled the trigger then friendly fire would still happen.

#49 nehebkau

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Posted 06 February 2017 - 08:17 AM

It is VERY rare for me, during the course of a QP game to do more than 5 damage, if any at all, and in a FW match to do more than 15 damage across 4 mechs.

I am old (I remember watching the final Apollo 17 launch on the news with my family), cripple, nearly blind and, as I approach the end of my natural life span, not showing the best judgement..... SO ... If I can curtail my FF and still hit rank 1 without a big-red-X on my HUD ... anyone should be able to do it.

Edited by nehebkau, 06 February 2017 - 08:17 AM.


#50 RestosIII

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Posted 06 February 2017 - 08:22 AM

View PostMole, on 06 February 2017 - 07:31 AM, said:

This is nice and all bust mostly the friendly fire that I dole out is usually a result of somebody cutting in front of me about the time I am pulling the trigger. Unless this physically stopped your weapons from firing no matter how many times you pulled the trigger then friendly fire would still happen.


FF would still happen, but it would definitely help to curtail it for newer/less "calm" players. I know that I've accidentally hit teammates before due to heat vision getting me mixed up, or just getting panicky when I first got back into the game. It would stop that sort of thing almost completely. And there's no real reason to not add it. "Oh, but it wouldn't help *blank*!" That doesn't matter. Of course it won't help bugs or people running into your long range fire, but that's not its job.

#51 Zergling

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Posted 06 February 2017 - 08:27 AM

I honestly wonder if friendly mechs should have lines or some sort of arrow sprouting out their front to show where they are aiming to teammates, 'cause I'm getting sick of all the 'friendly' players that rush into my line of fire just as I try drop alpha into an enemy mech, and instead dump the alpha into a teammate's backside.

Edited by Zergling, 06 February 2017 - 08:28 AM.


#52 SmokedJag

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Posted 06 February 2017 - 09:01 AM

FF in this game seems like its boneheaded (firing AOE weapon on brawl), deliberate (hey, teamkilling penalty!) or acceptable risk. How much the parties disagree on how "acceptable" the risk was is going to determine if anyone complains. Firing headcapping weapons or alpha strike from long range into a close circle fight? Probably not justifiable (although I would not complain if I am boned anyway and just going down swinging). Adding some beam support as you try to work for a better shot and scorching some paint? Eh.

#53 Mole

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Posted 06 February 2017 - 09:02 AM

View PostRestosIII, on 06 February 2017 - 08:22 AM, said:


FF would still happen, but it would definitely help to curtail it for newer/less "calm" players. I know that I've accidentally hit teammates before due to heat vision getting me mixed up, or just getting panicky when I first got back into the game. It would stop that sort of thing almost completely. And there's no real reason to not add it. "Oh, but it wouldn't help *blank*!" That doesn't matter. Of course it won't help bugs or people running into your long range fire, but that's not its job.

You know there have been a couple times where I alphad the **** out of a friendly because for some reason my brain didn't register the blue dorito over their head and I thought they were an enemy. Not sure if this mechanic would have stopped me though, the reaction was so fast.

#54 Prof RJ Gumby

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Posted 06 February 2017 - 10:45 AM

View PostJay Leon Hart, on 05 February 2017 - 12:40 PM, said:


Ok, then I have an extreme hypothetical for you. Remove weapon ranges, recharge times, damage indicators, speedometers, ammo counters, heat status... basically most of the HUD besides the minimap and *maybe* the enemy paperdoll. Would that be something you'd enjoy playing, because it was more challenging to learn and required more thinking?

[Edit] Just trying to understand your PoV. I'm guessing you either like the UI as-is or would like it to be less user friendly. [/Edit]


As I said, the good things about the game complexity is making decisions and having their consequences happen - so that the game/enemy would be able to present you with a choice you have to make. This brings variety, complexity. So called "streamlining" games that is so popular nowadays deprives them of many such possibilities, this is why so many people consider modern games as simplistic and boring - because there actually isn't much that could happen!

Handicaps that help newbies orient in the game are ok, handicaps that remove a certain possible situation from the game just because sometimes people are unsatisfied with the outcome of such situations, are bad. So:

weapon ranges, recharge times, speedometers, ammo counters, heat status - all of these would otherwise require learning numbers by heart, remembering them or writing down to utilise certain aspects of our mechs to full degree. I don't see how that can do to create any interesting ingame situations.

damage indicator - you mean the reticule changing? It could go if the terrain geometry wasn't so wonky. Now we need it to know whether invisible walls - something we cannot and we should not account for (because it shouldn't be there in the first place) are screwing with us.

damage indicator that shows from where the damage to you comes from - I like it, especially that it's not too precise, just hints you the direction. I especially like how it DOES NOT show the direction when you get hit in the legs. That makes some sneaky backstabbers to go for the legs to confuse the enemy (who in turn must notice and react). It brings possibilities, variety.

Paperdoll - I wouldn't mind the enemy paperdoll to be much less accessible if there was another way to notice the state of your enemy, like his physical appearance (armor plates bent / blown off, internals visible, sparks and different degrees of smoke).

#55 Jay Leon Hart

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Posted 06 February 2017 - 12:35 PM

Thanks for sating my curiosity, Prof Posted Image

#56 - World Eater -

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Posted 06 February 2017 - 01:07 PM

View PostKuntaKimchi, on 06 February 2017 - 03:01 AM, said:

That wouldn't fix the bugs. I team killed a firestarter once. His target info was red though, and it showed up as the enemy. He charged me as I laid down fire.. but he never shot back. I wondered why, then when he was destroyed, I got the teamkill alert. Man. That had me real life sad and depressed. I apologized over and over and over and over to him. I lost sleep that night. Especially since he ran up to me and was like "what are you doing?!"
I'm still very sorry for that. It's seared into my memory like it was a real life event. Like a bad movie, where the guy has nightmares about what he did that got his wingman killed. I even stopped playing for a while after that.

It irks me when people don't even bother apologizing for TKing. Glad you're making an effort.

#57 Accused

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Posted 06 February 2017 - 04:14 PM

View PostProf RJ Gumby, on 06 February 2017 - 10:45 AM, said:

Paperdoll - I wouldn't mind the enemy paperdoll to be much less accessible if there was another way to notice the state of your enemy, like his physical appearance (armor plates bent / blown off, internals visible, sparks and different degrees of smoke).


You mean from the long long ago in the way way back? Yeah that would be cool. I still like the paperdoll myself. I would like the option to target friendlies and see their paperdolls too. $0.02

#58 Nightmare1

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Posted 06 February 2017 - 04:18 PM

I say "No" to the OP's suggestion. I don't want a cancel sign popping up when I'm just walking around the map while hunting for enemies.

Instead of trying to idiot proof this game, PGI should just lower the friendly fire penalty threshold and make the penalties more severe. People will smarten up if their stupidity becomes painful enough.

#59 RestosIII

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Posted 06 February 2017 - 04:21 PM

View PostNightmare1, on 06 February 2017 - 04:18 PM, said:

I say "No" to the OP's suggestion. I don't want a cancel sign popping up when I'm just walking around the map while hunting for enemies.

Instead of trying to idiot proof this game, PGI should just lower the friendly fire penalty threshold and make the penalties more severe. People will smarten up if their stupidity becomes painful enough.


So, **** new players, either they git gud and never make mistakes or they should hit the road? And people wonder why our population isn't that high. Posted Image

#60 Nightmare1

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Posted 06 February 2017 - 04:33 PM

View PostRestosIII, on 06 February 2017 - 04:21 PM, said:


So, **** new players, either they git gud and never make mistakes or they should hit the road? And people wonder why our population isn't that high. Posted Image


I never said that at all. Most people don't need to be told not to shoot their allies. If they do shoot them, it's because it is accidental because they are not watching where they are aiming. Let's face it, if they don't notice the friendly indicators that are already there to mark their allies, they won't notice an extra cancel sign. The rest of us will have to put up with that stupid cancel sign though, while the careless idiots go around lancing everyone with friendly fire regardless of however many signals you give them.

It's better to hold them accountable than to pander to them with ineffective measures. I don't see much friendly fire where I'm at in the game, because the people where I am care enough to make an effort. However, you still get the occasional yahoo that just flat out doesn't care. He needs to be penalized more severely. Once it starts to hurt, he'll shape up.

New players will have trouble at the start, but will quickly learn. If they can't, then they aren't likely to be here long anyways since they will never be able to break out of T5.





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