Kaeb Odellas, on 10 October 2017 - 02:12 PM, said:
I'm not telling you to just curl up into a ball and kiss your butt good-bye. I'm telling you there's no sense in depriving the other guy of his reward if you blow up yourself up trying to go down swinging. Heck, my proposal would even benefit you, as it wouldn't be counted a suicide to go out in a blaze of glory trying to get that last enemy. The other guy gets rewarded, and you don't get penalized. It's a win-win, relatively speaking.
It wouldn't benefit me, I want my enemies to earn their kills, just as I want to earn mine
Kaeb Odellas, on 10 October 2017 - 02:12 PM, said:
Again, it's not a goddamn "git gud" scenario. I have no control over what parts of your mech get hit with overheat damage or not. It's completely random. If I land a full alpha in your CT that brings it to 1 health, and overheat damage takes it down to 0 before my weapons recharge, am I somehow less skilled? Would waiting half a second for the heat to randomly damage the correct component further have been a more skillful play? Of course not. So why am I punished for trying to kill you as quickly and efficiently as possible?
You want rewards for trying? What next, participation trophies? Letters of condolences for when your UACs jam in the wrong moment? You may be godlike in this game and you're never be able to always win, just very often and that's ok. Same with killing overheaters. You failed, tough luck. For me, overheat damage is the same random number generator as my teammates, because I have no impact on any of them.
Kaeb Odellas, on 10 October 2017 - 02:12 PM, said:
And it's not even a winning/losing team divide. Overheat deaths happen in winning teams too. Why are you so pre-occupied with being the loser anyway?
Because I con't care about people blowing up in the winning team, just as I don't care about care much about bonus rewards for winning, they're not fair anyway, especially in pugs. I sometimes lead to victories in pugs by leading a push, delaying the enemy nascar by luring them into chasing me away from the back of my team's formation, or otherwise extending the loosing fight against superior enemy numbers to buy time for my team to get kills and regroup on the other side of the map, where they have the advantage. In all those situations, securing a win means often a bad score, and that's ok, even though it was a real contribution to the win, not those easy kills my team made because I made sure they will be easy kills.
On the other hand, killing the last enemy is no challange 80% of the time, just a formality (bacause it's 6v1 most of the time), except if you call kill stealing a challange. It usually boils down to who will manage to land that killing blow on the dead meat surrounded by its enemies. If rewards were to be fair in this game, kills made while already having the advantage of numbers should count FOR LESS, because the more advantage you have, the easier it gets, right down to minimal reward for killing the last enemy unless there's also only like 2-3 guys on your side. I wouldn't mind kills awarded for the enemy blowing up mid-game, when the real fight is still on, but that's not what you argue about.
Kaeb Odellas, on 10 October 2017 - 02:12 PM, said:
The imbalance in teams is not even remotely related to whether or not someone should get kill credit for certain suicide deaths. It's completely irrelevant to the discussion.
Yes it is. The imbalance dictates the actual effort you need to put in to get that score. You want to take away probably the only balancing tool giving the last guy on the loosing side one single chance to die hard and don't feel powerless, deprived of any actual chance to fight back, because you feel robbed for sometimes not getting full kill rewards for the easiest kill in the game.
You must be blind or pretty convinced to not see it. Powerlessness is the worst thing a player can experience. This is exactly why Faction Play is such a ghost town. The main frustration driving people away from this mode is forcing them to see that the match is lost and their team have no chance to put up a fight 5 minutes into the game, and then focing them to watch themselves being blown up one after another for the next 10 minutes. Apart from that, stomps are just as common if FP and QP.
You want people on the loosing team to be even more powerless and that's bad for the game
Edited by Prof RJ Gumby, 11 October 2017 - 01:42 AM.