Team killing policy - follow up thread

Depends on what you’re doing. Some people are weird and shoot down people trying to bomb, other times they shoot you down for bombing their base

The instance that really stood out to me personally:

  • at match start/spawn. Teammate is shooting on the runway, decides to single me out continue shooting as we take off. I tell him to stop (and may have suggested he go back to playing arcade), then land to repair. He attempts to strafe me on the runway, and continues to attack as I take off. I was playing with my son - my son came back just in time to break him off me so I could take off. Really no idea why he would attack teammates (fighter on fighter), and then continue to attack instead of just playing the match.

The thing is, I see this on one team or the other in probably half my matches… maybe more. A fighter shooting down another fighter. It’s like a weird cultural artifact I just don’t understand.

They just think it’s funny to ruin people’s games

I TK players that shoot at the enemy that is 100m infornt of me giving me a hair cut with their missiles

Reasons

They make me miss my gun shot- stealing the kill.
Its random if you killed me or the enemy so you dont care if i died… same goes in reverse

Base bombing fighter jets that ignore helping friendlies to get their base points also get TK.

I could care less about base bombers. Like how terrible, they are trying to grind in the most efficient way possible!

However I do agree about kill stealers. Like who gave you the right to steal my kill? And if I even get flaps slightly yellow, I purposely crash just so they get kicked from the match for TKing.

You are aware of that such “reasons” assume that others would have to play by your rules - and if not, you feel the need to “educate” them.

You are surrounded by kids which behave like kids - not hard to understand.

As you fly WW 2 era props some of my own Golden Rules which might help to reduce the times you get attacked by friendlies:

  1. If you use aircraft with airfield spawn - spawn in as last guy, and take off as last guy. Keep an eye on the guys with airspawn behind and above the runway - a lot of team kills (either with guns or by ramming) happen when those guys dive on your team.
  2. If you use aircraft with airspawn - spawn as last and break away from the others immediately.
  3. Observe always friendlies near you - you can judge by their flight patterns if they are hostile.
  4. Stay out of furballs - focus on enemies extending from furballs
  5. Avoid Chinese props - idk why but this Taiwan/Mainland animosity somehow increases the chances to become a target. If you are the fastest boy in your team and the lobby is crowded with CHN players: Use team chat and state “China #1” or “Taiwan #1” (your choice) and look what happens 😎
  6. Stay out of in-game chat in general (except you want to spice up the match like point #5) - do your thing, stay away from friendlies, but close enough in order to help them if necessary.

With these “rules” you can play way more relaxed.

Kill steals were strongly reduced thx to the severe damage.

Most players are not even able to determine what a kill steal is. A plain fire is usually just a critical hit - and a lot of crits have timers.

In other words: A hell of players assume kill stealing based on them having no clue how damage mechanics actually work.

Last but not least:

Crashing on purpose (like in your case with damaged flaps) is actually detrimental for your team (at least in Air RB) as you influence the numbers game and decrease the chances to win the match.

The friendly which damaged you upfront made it clear that he doesn’t care about team kill fines - so there is no educational effect connected to your behaviour.

Your goal for getting him kicked out of the match is not working in RB matches as the threshold is 2 team kills. The damage counter kicks guys with just 1 team kill only after multiple hits (so like a full burst) - so with just minor damage he won’t get kicked.

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Prudent advice. Thankfully (or not?), I’m usually the guy observing it happen to someone else and have only experienced it myself a couple times. My older son must be smarter than me, he’s already started doing a few of these things.

I have definitely accidentally TK’d - perhaps 3-4 times. I am much better about looking for friendlies now - and if it means I hold fire or switch to a new target, that’s what I do. Because I don’t own that bandit and I don’t have a special right to the kill. If we’re in the same fur ball and there’s a clean shot on a plane that’s still a threat, you’ve gotta expect someone to take it (I would) - because that’s how you win.

I’ve sent plenty of bandits low an into my teammates… and then pulled off because they can handle it and I can pick a higher threat/uncovered bandit. If I want more kills, I need to get better/faster and finishing. ;-)

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Damn, I was hoping I was getting them banned for 24 hours+ for being an inconvenience. Well, live and learn I guess. I only play Pubs to grind, I could care less about my win loss ratio anymore. If I really cared about wins and losses, I’d play tournaments and suffer losers like Faze who do nothing but play this game 25/8.

It takes quite a lot of team kills to get a temp ban:

That’s one of the reasons why team killing is an issue: The threshold for temp bans in Air RB is way too low…

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Ok now why don’t people who literally bring full Ammo and somebody ammorack them and all your allies within 2 meters blow up together count as an Team kill or an double or triple kill to the enemy. I just shot somebody with lot of Ammo and he blew up all his teammate around him… Not an teamkill? Not an Triple kill for me?

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@Mahrs - a classic example why spawning as last guy is not a bad idea
@XxJax0NeinxX-live - a very rare case of an exception of this rule:

I had in this match a friendly who managed to team kill 3 friendlies before getting kicked out:

Gaijin Entertainment - Single Sign On

The player xxxxxxx in a Bf 110 C with attacker spawn turned around after spawning, flew to our main airfield and teamkilled between 1:22 and 1.49 actually 3 (!!!) own fighters before he got autokicked at 1:54.

I see this happening every few thousand matches; for me it looks like that the guy inflicted damage just with his 4 MGs and produced no enough friendly damage (meaning crits and severe damage).

I mean it was no wonder that losing 4 fighters within the first 2 minutes was not really healthy for the team fight - so i played 1 vs 6 after ~ 10 minutes. As a fun fact: I won the match with killing the last enemy - as his 5 team mates manage to crash into ai targets, got hit by own bombs or crashed due to previous damage…

@Necronomica , @Schindibee - any opinions why the auto kick not happened after his 2nd team kill at 1:43? It might have saved the life of the 3rd guy…

I have quite literally zero insight into how the automatic system determines when (and how much) to action. The best i can give you is the information you likely already know from the support page:

image

( https://support.gaijin.net/hc/en-us/articles/200069301-Teamkilling )

We are gonna need a new way to justify the teamkill… instead of bot we shall use humans with brains. I don’t get why somebody ramming my propeller and breaking his wings and J out making me at fault? I am already very broke why did he choose me? He could have choose those P2W players I can’t even pay my own repair cost… :(

There seems to be a delay… we had a guy today (today was WILD) take out two… and I was wondering for a few seconds if I was gonna need to turn for him before he was kicked. I am not sure if we clawed that one back.

We had a second match where I spawned in last… and had my wing taken off by an Attacker than ground spawned and used every gun on his plane to TK/damage as many friendlies as he could. He was, by kills/damage, far and away the best player on the enemy team… who lost without killing a single one of our remaining aircraft.

And that was just TWO of the matches… I think literally every match I played today featured at least one TK by at least one team.

A very simple fix to stop (intentional) teamkilling once and for all in this game could possibly be a simple ‘punitive reversal’ of damage inflicted onto the own player’s vehicle as punishment, instead of damaging the targeted teammate’s vehicle.

This would simply result in the teamkiller just shooting himself down instead of the teammate.
I know this is not a ‘realistic’ solution to the game’s problem, and because of this it may not be genuinely suitable for some of the game modes, like simulation battles for example, but it could be very effective in the popular arcade and realistic battle modes.

A possible variation of this punitive damage reversal idea which may also be suitable, could be inflicting damage on both, the targeted team mate and the shooter. It might possibly also make sense to multiply punitive damage by a certain factor depending on the vehicle type, bomber, attacker, fighter tank, battle ship, torpedo boat… to simplify things, maybe punitive damage could also be somehow applied in randomized fashion and not a 1 to 1 transfer of actual damage, because target and shooter vehicles may of course be different in shape, engine numbers or in vehicle nature (Tank or boat v. plane etc.).

I think this some reasonable implementation of my suggested simple concept of ‘punitive damage reversal’ could really help improve the game very significantly and would stop (toxic) teamkillers in an overall extremely fair, easy, and simple way.
It would unquestionably, automatically, and completely defeat the trolling aspect of intentional teamkilling while at the same time also leaving room for player mistakes, but putting the burden and the consequences of a player’s mistakes on the shooter, not the shooter’s victim team mate.

As a thread (which described a rare but imho not really surprising effect) was closed and it was recommended to use the team killing thread - my 5 cents regarding of a rather strange effect connected to a team killing incident.

The initial thread had the title: “First Strike and TKs” (No link as links to closed threads are not allowed).

Within this thread i saw this statement:

  1. This is misleading - until some years ago early team kills in the other team denied you the first strike reward. So i was not counted as first strike, it denied you the reward. To be fair - gaijin changes this some years ago.

  2. The example by the OP (which proved that there was no first strike reward) is imho no surprise - usually such stuff happens when gaijin fiddles with other game mechanics without considering dependencies.

  3. Technically seen there is also the possibility that the team kill and the not granted first reward are not connected - the fact that since a few days counters for daily / special / BP tasks and challenges are delayed might be an indicator for this assumption.

This issue is (ofc) not related to the bugged final blow reward:

Mission maker and what counts towards it

You didn’t use the full quotes:

I read about the wrongly accused penalties in point 1, do they still have negative consequences for the innocent, in this case I’ve posted, me?

If you mean that you might face a temp ban if you get rammed by a team mate and then marked as team killer despite that you were the ramming “victim”?

Yes, at least in theory if this happens that often that you trigger the threshold of the auto-ban system. But - if you play “normal” the chances are extremely low as the temp bans we see from time to time in this forum (most threads get deleted/locked) are a result of massive amounts of team kills within short time frames.

Have a good one!

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If you think this through you might just create another form of team killing - guys flying intentionally in your bullet/shell stream or missile path.

The same guys ramming you right now on purpose would have just another tool.

Gaijin is simply struggling with the idea of severe punishments - on one hand they rely on player commitment (team killers might invest money too), one the other hand their product in itself is far away from being free from errors which is proven by the reversal of responsibility in case you get rammed.

So it is somehow comprehensible that as long as technical errors exist it looks strange to punish players way harder than today.

Just imagine that every guy wrongly accused of being a team killer would create a support ticket asking for a reimbursement of wrongly charged team killing fines - or every player who got teamkilled in the “normal” way would ask for a refund of activated boosters or wagers - and a compensation based on the average SL & RP income of his last 5 matches. They would have to hire more staff…

Have a good one!