I thought players dying on purpose gave kill to nearest opponent

I’m not arguing this. This has been argued ad nauseum previously, more than once. There is zero way for the server to know 100%, “false positives” would be EXCEEDINGLY common. I’m not arguing with anyone further. You all want to claim otherwise fine. You’re wrong, but fine.

You should understand that there is no reason to care if the kill is a “false positive” or not. If you’re within 2km and somebody suicides, give the nearest player the kill. Period. Full stop.

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Worst case, keep a tracker for each player within 2 km.

  1. quadratically scale increment ticker by inverse of distance (at 100 meters and under you get +100, at 1 km you get +10, at 2 km you get +1)
  2. Quadratically scale decrement ticker (2-3km: -1, 3-5 km: -10, 5+: -100)
  3. When you crash, player with the highest ticker value is credited kill if you havn’t had received any damage.

As for maneuver kills and their rarity (ASB):

  1. I saw a brown allied plane flying at my at same altitude, unknown speed in my yak-3.
  2. I saw it go up, I went down to try and quickly get my nose on them as is my favoured opener.
  3. Allied plane saw this and immediately went to dive.
  4. I followed into the dive
  5. We began to loop, slowly losing altitude
  6. I was slowing gaining position and oblivious to my altitude and environment.
  7. Suddenly I noticed ground was very close when I looked back at my gunsight, pulled too hard to avoid slamming into the ground and promptly stalled my yak and still hit the ground.

In hindsight, I think the brown allied plane was a premium bf109F4 with how it didn’t seem to lose any energy while looping, or maybe a Pyörrmerski since sweden was blue that day and I saw it in the killfeed. Shape looked like a 109 so it could have been either.

Either way, I got textbook maneuver killed thinking I can out-loop an allied plane thinking it was a P-51 and easy prey.

The guy got zero credit despite flying better than I did.

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Impressive discussion skills. You could at least tell me to go make a game with the mechanic implemented to prove you wrong.

I’m going to argue with you anyways, in the hopes other readers will pick up on some of my thoughts, even if you’re just going to ignore me.

Do you know how if you put even the smallest 7.7mm bullet into someone and then they crash, you will be credited with the kill? Now what would happen if the same effect would apply if merely pointing your guns would be enough for the same? Or even just pointing your camera at someone, for example, behind you? Or maybe having someone locked with X (essentially announcing to the system “hey, I’m fighting this guy!”). And if you combine these conditions together, you would have an even more robust system.
I do not see many false positives with this setup.

Even then, if you’re THAT concerned with false positives, what about crediting maneuver kills when there CANNOT be a false positive, like when there are only two opposing players in the area? For example, like in here (skip to 14:00):

Spoiler

https://youtu.be/r5dVzPtyZvg?t=841

It should be said again, that false positives do not matter and should not be considered in the discussion.

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Yes. I’ve had several jets recently fire munitions and then crash intentionally as my Strela closes the gap.

Very frustrating

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It’s not that hard to implement, Check how many players are within a set range, say 1.5km, the range has to go higher with BR to account for plane speeds, and count how long those players were in range. If the guy crashes while at least one player spent a relatively large amount of time in the radius then it’s a maneuver kill and he should get the reward. If there are more than one player contributing the reward can be divided based on time spent in range.
But of course the snail won’t do this because that would make the game better, thus less frustrating, thus less people would spend money.

I look at it a different way. If someone crashes they crashed for a reason. If they were close to an enemy that’s probably why they crashed.

Of course. But it doesn’t need to be perfect. Someone getting kill reward is already better than no one getting it. Even if the system chooses the “wrong” player to reward it’s still fine because over a longer period of time it’s going to average out. Or maybe the reward could be split between nearby players.

Remember the kill stealing before Severe Damage mechanic got added? Was that also not undeserved kill credit?