Basically playing what the game expects you to do: Destroy targets if you’re good enough, and die to an enemy if you did a mistake or if an enemy has a tactical/strategic advantage over you. It’s not rocket science.
that’s more of a compelling argument. But things are being made to remedy the CAS situation at least in top tier, as we should expect more SPAAs in the near future.
The easiest solution (in GRB) is to give J-out deaths to the nearest enemy, that way you alienate sweatlords from trolling out of simple frustration and just eat the L.
This can also be applied on Air Battles with a limited area of course, there’s no sense on be awarded with a 20ish miles kill if you haven’t even launched a missile to the target.
They’re coming out untouched right now. I’m not going to let perfect be the enemy of good.
Leaving the game for another reason =/= doing it because you saw you were about to die and J’d out to avoid it. Like in the videos I posted in a previous message, it is frankly unmistakable most of the time.
Perfect can be easily achieved so no idea why would anyone settle for just good.
Leaving the game for any reason should be punished as you’re directly putting your team on the back foot by doing that.
It should be a given that players stay for as long as possible and try to win.
I think the biggest issue with that sort of system is that it still doesn’t solve the specific issue of SPAA vs CAS J-out as the SPAA then gives the kill to a tank and the plane still gets nothing and the other way around as well if a plane J-out it’s likely going to give that kill to a tank or another plane.
I’ve been trying to come up with some sort of reasonable solution and the best i can think of is if Planes J-out it gives the kill in priority order to other planes then SPAA then other ground units. the other way around could be that SPAA J-out gives priority to planes and then other ground units. But that then creates issues in of itself and increases the calculations all of the servers have to do but it shouldn’t be to bad, i don’t think J-outs happen that often and they might decrease in frequency if such a system is introduced (or perhaps increase as it then wouldn’t be a bad thing to do?). I don’t know if such a priority system is even doable (coding wise) without a larger overhaul to the J-out system (which might be a good thing in general).
The goal and the spirit of the solution is to limit the person j-ing out the chance to deny a kill stat, because little tryhard timmy can’t tolerate the L. The point is to alienate the practice of denying a kill to an enemy. The rightfulness of who gets the kill is, honestly, secondary.
Seeking a perfect solution that assigns the kill to an aircraft over J-ing out locked enemies (or similar compromises) is a Chimera, the game can barely hold together after every day one of a new patch.
I just remembered that someone in this thread suggested a solution that might work the best for ground vehicles at least.
Just leave the ground vehicle in place and make it stop moving if it already is (turn of cruise control). That way it still gives other a chance to kill it and it still counts as a death for the one leaving it.
A similar solution might be possible with planes, but currently they could just crash instead. I think the best option for planes is to give the kill to nearest enemy player.
Wouldn’t that generate an enormous amount of confusion around automation of gameplay?
I instantly imagined an HSTV-L rushing a capture point, spoting 3-5 enemies and leaving the vehicle hidden within the capture point to J-out.
If it isn’t technically gone, the vehicle can work as a defensive decoy while the player switch to CAS. Sometimes is just better to keep things clunky but straightforward instead of developing potentially exploitable mechanics.
Good points, but it might still be better than the alternatives perhaps. A vehicle that is left behind could be made to not count for caps and i don’t think a player will be able to respawn fast enough to make use of the “decoy” left behind (though it could still be used as one be other players but honestly so could it if the player never J-out to begin with).
The idea is nice, another problem is, what if the player is cornered and J’s out then the vehicle will just sit idle and I’ll be sitting there waiting for him to pop out playing chicken with a J’ed out vehicle wasting my time without notice. It will cause a lot of issues.
Only solution would be to show an icon above the idle tank saying AI or showing its no longer player controlled on the map with an icon or something. There are a lot of same tanks in the field so will be hard to indicate who J’ed out sometimes.
As for planes/helis J-ed out, they can just instead crash. Solves the tanks/spaa J out issues but not for the aircrafts. Just dive and crash. Unless Gaijin finds a way to know who’s missile is closer to give the kill to that player lol
It feels like a lot of development for a confusing revamp overall.
May I insist: the goal of a potential revision of the J-ing out mechanic shouldn’t be to bring a precise and fail-proof justice rewards-wise in the first place, but to alienate the action of J-ing out to people that use it to negate kills.
Once people give up on j-ing out because they can no longer deny kills with it, justice will appear by itself.
Maybe make the vehicle taken control by AI? So if person ragequits (as the game is designed to make people ragequit) the team at least have one more tank capable of shooting the enemy.
That could be an option if the actually leave the match, but not for J-out only as that would just mean that players would do that at start of game to double the amount of tanks on the field. But i think that might not be reasonable in terms of large scale implementation as it would likely use to much server recourses.
Idk man, sounds like a pretty good tactic to me. Using the game mechanic of leaving your vehicle, you deny the enemy spawn points to spawn, hence one player is less effective in the enemy team.
Its when i play cas with bullpups, i target tanks that are the highest br in the enemy team. Then i kill them when they spawn. Is it fun for them? definitely not. Am i trying to win the match? yes. Does insuring a player leave the match because they cant spawn help that. Yes. then ill do it.
Lower tiers if i kill a light tank, (and ive become pretty good at this) and i look in the air and scoreboard and see that theyve spawned a plane and their name no longer has a parachute icon next to it, i will j out if they come straight to me and drop a bomb. That way they can enjoy the plane they spawned for a scout and a cap worth of effort with no ordanance. if i can i spawn a plane and kill them, then theyre ussually down to spaa. I then fly anti cas the rest of the match while they sit in their spawn trying to hit me while im 3km away.