Also what about in the case someone only have 2 crew left, and a plane comes and bombs them? If they leave the tank, does the reward go to the plane which dropped a bomb near them, or the tank that had nearly killed them?
The one that damaged him the same with air, if you damage someone and he j out or crashes you get the kill no matter if someone was closer
That feels like it could reward the wrong player in a lot of situations, since in most situation people have been damaged throughout the battle.
So instead of rewarding the guy that are about the kill the tank (example being a plane bombing the tank), it rewards someone who failed to kill the tank previously.
Or he is 5 second from killing it and an aircraft comes and steals he’s kill
it is vulnerable to exploiting
Lets be honest, its good sportsmanship if you dont bother and J out to just give a kill to a lucky one.
That is defiently the first step to mitigation.
I would also add a diminishing returns mechanic. A cooldown where after 1-2 kills via crashing/j-out within say a 5-10 minute window, the rewards get reduced further. After 4-5, you get none for a 15 minute cooldown period.
The combination should mitigate any exploitation more than enough, without punishing legitmate players unfairly.
That could be mitigated by not rewarding anything with an IAS below 5kts or something.
I agree. Air Sim should be the most rewarding of all the airmodes, but I can usually make more in ARB than I can in ASB.
Things like this could possibly always happen since i think its absolutely impossible to code something where the server can accurately assign the kill to the correct person in every scenario. With the 1000s of things going on at every second of every match. Your missile in this case possibly being the closest in proximity should be enough and result in enough rightfully contributed kills. But how could it be coded so the kill goes to you that shot a missile and not the autocannon vehicle that might (or might not) also shoot at the plane but maybe is a bit closer? How could you possibly know what made him crash in the end? If your missile is closer than his rounds = Your kill, if it works that way, good enough for me. Will be a bit problematic tho if your missile is driven into the ground before a player crashes, so idk…last position of your munitions should be safed for 5-10 seconds…idk, its just a very complicated matter i think
Isnt the actual main point that this turns deliberately crashing and j-ing out when you know you get killed pointless? Cuz an enemy will get the reward (an in lots of cases in ground RB spawnpoints) anyways. By this it will automatically result in a lot less denying kills by crashing, because it does nothing. Might as well try to evade till the last second. Sure, a small amount of kills will still be attributed to a wrong player. He got lucky. You will too sometimes. But completely denying the reward, like spamming aarh spaa missiles at ordinance but j out before you inevitably get hit to not give the enemy team sp wont be worth it anymore. Well unless youre playing the Type 03. In that case completely understandable. At least you save yourself some lifetime…
I was more thinking in the sense of something like a Ostwind shooting at a Yak-9, and that made it crash into the ground near something like a Sherman.
It can be that it shooting at it, so that it have to do some evasive manoeuvre that i cannot recover from.
I mean sure, theres numerous cases where someone else might still be closer. But in that case, how unlikely is it that your allied tank was closer to him than your rounds? Id wager that happens maybe at 5% of these occasions overall. Or am i overlooking something? When he crashes because of you shooting at him your rounds have to be fairly close no? And i guess if you hit him before crashing the kill still goes to you…
So he’d need to crashdive without being hit while being shot at but closer to a tank than to the rounds. Youd basically have to crash into a tank?
problem is that if you have a player that’s pinning down an ennemy at range, but an ally is closer, then the ally will get the kill. The mechanic should be tied to the lock on mechanic too, to ensure the rewarded player is the one that was actually involved with the ennemy J-out, and not a random player or munition simply being closer. As for bombs, J-out because a freaking plane is going for your ass is frustrating, but as much as getting killed by an enemy you can’t counter, so there shouldn’t be rewards for those.
Also exclude spawns from this mechanic, as getting spawnkilled by an freaking CaS seconds after spawning isn’t remotely fun nor fair, so why should the CaS player get rewarded for that?
So now I won’t be able to refuse giving a kill to the stupidly strong CAS using my SPAA or being Spawn camped?
How?
That is the excuse Gaijin dumped on us. But it has never been clearly explained in what way they are worried about it being exploited. Nor do we know for certain it would be.
Its one thing to go
“We have removed this feature from Air Sim, due to it being exploited, we are working on ways to mitigate this and it may return in the future”
And another to just go
“Yeah, no we cant be bothered to deal with this in Air Sim because it might be exploited, but we dont know for certain and we aren’t going to give any description to how we think it might be exploited, so the matter is closed”
Relax, man. I’ve got a technique that hasn’t been failing me lately. I took a month-long break and came back with a different mindset: if the map sucks, I don’t even show up I just quit the match. If the map is bad and I do play, but end up dying, I just quit then, too. I don’t worry about winning or losing anymore; I don’t capture bases, and I generally don’t care about my team. I only respawn if it’s actually worth coming back.
Is it not vulnerable to exploiting in naval then? The mode with currently the biggest botting problem (whilst still an issue in sim it’s not nearly as bad as it was before). It wouldn’t take much to set the bots up to just go to a certain spot and J-out whilst you then sit there collecting free kills.
It is definetly going to be.
I also wonder how its going to handle a Gaijin-bot leaving so that a player joining in progress can replace it. They effectively just J-out iirc, if you hit them, you get the kill currently when they quit like that. So I wonder if that means a flurry of free kills during the first part of every naval match from Gaijin-bots “quitting”
There needs to be a brief period, even a single second, after a player has died that they can still get maneuver kills. And this applies to all vehicle types and modes. When for example two aircraft crash into each other, or one rams another, or an aircraft kamikazes a ground or naval vehicle, one player will always die an instant before the other and get nothing while the other is given a kill credit.
you can’t organize rooms in naval nor do you have unlimited spawns