J-out Kill Credit: missile proximity should determine kill attribution

Engaging enemy CAS aircraft with Type 93 SPAA. First missile missed due to flares. Second missile was seconds from impact but the enemy pilot J’d out before impact. Kill was credited to nearest ally (a Merkava that did nothing to engage the aircraft).

Current J-out kill attribution uses proximity to the aircraft at moment of disconnection. This ignores active engagement entirely. A player can spend an entire match tracking and firing at a CAS aircraft, come within seconds of a kill, and receive nothing if the pilot J’s out at the right moment.

Proposed Solution

Link missile identity to the firing player. If an enemy J’s out:

  • Check for active missiles in flight toward the aircraft
  • Credit the kill to the player whose missile was closest to impact
  • Only applies to SPAA ground-to-air engagements
  • Excludes air-to-air combat (different dynamics)

Why this could work

  1. Rewards actual engagement, not proximity
  2. Deters J-out kill denial (no benefit if missile credit follows you)
  3. Fair attribution: missile identity is already tracked by the game
  4. SPAA players are actively discouraged from engaging CAS if kills get stolen. Even more so with anti aicraft vehicles without any radar nor defensive capabilities like the Type 93.

Connection

This extends the same principle discussed in the Aircraft Crash Rewards thread: player engagement should determine kill credit, not physical proximity at moment of death.

Link to Aircraft Crash Rewards thread

Should missile proximity determine J-out kill credit for SPAA players?
  • Yes, closest missile = kill credit
  • Yes, but apply to all types of SPAA aswell
  • No, current proximity system is fine (explain below)
  • I don’t care
0 voters

They could just copy the 3km bubble from crashes.

Its suppose to also factor in missiles, but either players are overriding it or SAMs arent included. In either case, in a GRB SAM vs aircraft context. I think it should always pick the missile proximity over the player.