Res-for-kills Question
UKchaos
Join Date: 2002-08-10 Member: 1132Members
<div class="IPBDescription">possible exploit...</div> Assuming res-for-kills is kept in for 2.0, what will stop a badly injured player from commiting suicide when they are about to be killed to deny the enemy some extra points? I know people already do this when they are paracited and/or ammo-less.
Deducting res points for self-kills would be the obvious solution, but it isnt mentioned anywhere so i had to check.
Deducting res points for self-kills would be the obvious solution, but it isnt mentioned anywhere so i had to check.
Comments
mp_killdelay 3
This is set by default. Once a player types /kill he will die 3 seconds later rather than instantly.
ok, my mind is at ease , thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the /kill thing was a problem in earlier builds, and was generally reguarded as an exploit by most testers, the 3 second suicide delay has fixed the problem (as someone stated above).
With or without res for kills, is there really anything that can be done to 'fix' stacked teams?
I'm sorry that some teams are scrubs. Good players should beat scrubs! Thats how the game is meant to work. We don't need to lessen the victory to make the scrubs feel less hurt. I don't enjoy getting my butt kicked, but I have to say.. it sure is fun kicking *** when you're on a good team. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
um.. thats the way its supposed to be. The more skilled team should always win.
good strategy will almost beat any team if done 100% perfect (no brainer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) but i thought the mp_killdelay was random??? personally i think the RFK system sounds good because it gives you incentive to not only build and expand but also to kill the kharra... or in the kharra's case to infest and eliminate rines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> yum whos hungry for regurgitated rines
pffft .
thats makes as much sense as the jp nerf some stupid servers use right now.
Skulks usually tend to stop marine expansion and support larger attack groups, when fire is not concentrated on them. Sometimes there are groups of marines and skulks fighting each other over areas with strategical relevance, but atm skulks usually have gorge support which gives them a much higher life-expectancy. With 85/25 hp/armour skulks no longer die that easily and if they kill even one marine before dying they already make themselves useful enough.
rofl neither did I <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Think before you open your mouth
And this mystical <b>1.4</b> of which you speak, does not exist
I really haven't been paying too much attention to the change log...
Skulks usually tend to stop marine expansion and support larger attack groups, when fire is not concentrated on them. Sometimes there are groups of marines and skulks fighting each other over areas with strategical relevance, but atm skulks usually have gorge support which gives them a much higher life-expectancy. With 85/25 hp/armour skulks no longer die that easily and if they kill even one marine before dying they already make themselves useful enough. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks for your reply. I guess I'll have to slow down the suicide runs in version 2.0. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Make a speed cap on the no-movement requirement so that stuck players bobbing up and down can still kill themselves.
If there already <u>is</u> a movement/firing prevention in place, please slap me for stupidity. Thank you.