J-out mechanics in GRB

In AIR RB, a couple patches ago, when players J out or crash close to enemies when not damaged, the closest enemy got the kill.

With the last mayor update, the mechanic got added to tanks, but was left in a rather unrefined state. I propose a couple changes.

Issue 1: Overall range.

The range is too big for most maps. I’d argue that the rage should be kept to within 100 meters for tanks getting rewards. I have had cases where leaving SPAA in my spawn credited a play that was on the other side of a middle cap. This is too much.

Issue 2: SPAA respawning in a tank to support the team late game.

I have credited multiple enemies by leaving SPAA and respawning in a tank to suppor the team lategame. The issue here is, you are arguably helping the enemy team more by giving a player the SP for a tank kill. That can be enough for a fully armed helicopter, plane or worst case, a nuke; this is just further exaggerated by issue 1.

Issue 3: Muti Vehicle SAMs

Currently, the closer players get the kill credit for the TEL vehicles when the TADS vehicle is destroyed, even when doing no damage to it. I have killed TADS, only for closer players to get credited with the TEL vehicles. I think all vehicles should go to the player that destroyed the TADS, unless the TEL were damaged beforehand.

Issue 4: Spawncamping

Spawncamping just gets worse with the mechanic. Players that have spawn protection should not be subject to the J-out kill credit mechanic. The issue that I see here is that players who decide to ignore the actual gameplay and push/rush spawns get further rewarded for their gameplay.

Spawning in a tank in hope to get the spawncamper, then realizing that he cannot be killed (because there are many spots where the camper can hide while the spawn is fully exposed) should not be rewarding to spawncamper. The J-ing player already gets his “punishment” by paying full repair costs.

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