You are totally ignoring the playstyle of energy fighters, and if you stall an enemy and someone else takes him out while you are turning around you did 100% of the work for the kill, but get NOTHING.
You did not do 100% of the work, because you lacked the ability to take an enemy down. You only helped your team, by putting the enemy in a bad position, allowing a teammate to help you finish them off (which is something you couldn’t do in the first place).
Ok so say there’s a dogfight going on. I fly by to go get another enemy. The enemy dogfighting peels off and engages me in a one circle, I kill him BUT my teammate was still following him and trying to kill him. The enemy engaged me rather than my teammate. Should I get penalized for that?
So your position is that if someone needed a few seconds more to turn around and take out the enemy they just stalled out they deserve NOTHING?
The solution isn’t to punish the player that got the kill, but to reward the player who helped. Adding the proximity score system back into the game would allow for that.
You should not be penalized for that scenario but this happens 100 times fewer in game than the classic third party kill, and you still get a reward in my system.
So I maintain that my change is still much better than the current system
Then the snail would just nerf assists in general into the ground, we both know that this is how it would end up.
Simply put: We should never be penalizing teamwork in a team based game.
Too late for that, it is already heavily penalized.
How do you plan to code that? How can an algorithm tell the difference? The people who code was thunder aren’t supposed to be groundbreaking pioneers. They have lives and families. It’s too complicated and could never be implemented properly.
Mhm - why should anyone get credit for a kill based on plain stupidity of somebody else? Classic maneuver kills (=enemy dives from low earth orbit on you and pancakes as you dodge him properly) are imho rather rare.
I do agree that a lot of guys crash on purpose when they are about to die, but if you got earlier a single hit on them you get more than often a kill, so changing the whole concept of effort=reward looks a little bit heavy.
I see this more often the other way around - i chase an afk climber for ages and all of a sudden i got rewarded with a kill without firing a single shot.
I do agree with the fellow players above that baiting an enemy for a friendly is actually rewarded with higher chances to win - and the proximity score helped you to get at least a small reward for that. But playing bait or just by pulling a very high enemy below your team is actually fun - not everything needs to be rewarded…
Have a good one!
Manouver kills absolutely need a reward.
A penalty for “kill stealing”? Absolutely god damn not.
Firstly, how does the game know “who” had the enemy first if no severe hits had been recorded yet?
Secondly, you know how often I see a friendly who “totally has” an enemy, so despite the fact I could easily kill the enemy, I think “okay Ill leave him to it” and fly away, only to look back literally 3 minutes later and see THEY ARE STILL dogfighting, and then see the kill feed pop up with [enemy] shot down [friendly that totally “had him”]
It completely removes and invalidates teamwork. The severe damage mechanic we currently have works excellently as is for at least 90% of situations
Turning and not shooting isn’t doing work, it’s burning fuel.
There’s no such thing as kill stealing.
How bout instead of nerfing the third party, just give both the full score.
A simple way to code this would be to have a reward based on a time limit along with the standard reward for killing.
Let’s say 6-20 second’s of dogfighting would complete the timed reward, Then if a third party kill’s him after that time frame. You get the time based reward while the third party get’s the kill reward.
Both being the same amount of rp and sl.
This would also be limited to only 2 players to minimize exploitation.
Another cope post by this guy lol.
You should add a letter B into your name somewhere, I wonder where tho lol