View Full Version : Team Kills in Bob SoW?
I hope Oleg and the boys do a better job on what is considered a "team kill". Someone on my team just blind sided me and, of couse, I got the TK. It also happens a lot on carriers and other small air strips when planes spawn on top of each other. One day I got 3 TKs in a row trying to take off from a carrier (evan after waiting for the deck to clear). I don't mind the TK if some of my rounds miss an enemy plane and hit a frienly, but when its completely out of the pilots control it should NOT be a TK.:-x:-x:-x
C6_Krasno
05-17-2009, 11:38 PM
I hope Oleg and the boys do a better job on what is considered a "team kill". Someone on my team just blind sided me and, of couse, I got the TK. It also happens a lot on carriers and other small air strips when planes spawn on top of each other. One day I got 3 TKs in a row trying to take off from a carrier (evan after waiting for the deck to clear). I don't mind the TK if some of my rounds miss an enemy plane and hit a frienly, but when its completely out of the pilots control it should NOT be a TK.:-x:-x:-x
Ground collision remain things that need to be "punished", in my opinion. When you collide with sone on ground, and you kill him, it is a TK, even if it's not your fault. If the sim needs to check wether you did want to collide your mate or not, BoB will never be released ;)
Feuerfalke
05-18-2009, 10:08 AM
Agreed 100%, C6_Krasno.
I want SoW to check wether there is a plane at where I am going spawn or not, that's for sure, but collisions are not only part of the game but also part of real life.
And beyond that, it's a nice example of what my driving instructor said on my first meeting:
Excellent driving skill doesn't mean that you can control your own car at 250kph, it means that you take into account that others may not be able to control theirs at 50.
There are always two participants when a midair happens.
Igo kyu
05-18-2009, 10:11 AM
Ground collision remain things that need to be "punished", in my opinion. When you collide with sone on ground, and you kill him, it is a TK, even if it's not your fault. If the sim needs to check wether you did want to collide your mate or not, BoB will never be released ;)
Telefrags on the other hand, which I've seen between friendly AI in IL*2, ought not to happen, and ought not to be allowed to happen. I saw that the other day in 1946 in a PF mission, two wildcats about to take off, the first flies, the second revs his engine to follow and is destroyed, while another flight leader appears in front of where he used to be. In Quake and Q3A it was sort of part of the fun, a bug that got left in because it worked, but it really is a bug in any flight sim.
I used to get really annoyed when the AI used to land and park through static planes, fragging both, it happens less often now (in IL*2) but it still happens, that's just as bad as the regular airbourne crashes between AI aircraft in regular (non-combat) flight, especially bombers (in IL*2).
Feuerfalke
05-18-2009, 10:27 AM
Spawnfragging rarely happens (if at all) in Quake, because the game not only checks wether the spawnpoint is clear, but also spawns you at a point where no enemy is in the immediate area, if possible (UT even checks line of sight to spawn you only when you are out of other players view or at quite some distance to them - if possible that is!)
As I noted before a similar check should definitely be implemented.
A telefrag is something different, though, as it occurs, when 2 players use a teleporter in rapid succession - I never saw that happen in IL2 ;)
Igo kyu
05-18-2009, 12:28 PM
Spawnfragging rarely happens (if at all) in Quake, because the game not only checks wether the spawnpoint is clear, but also spawns you at a point where no enemy is in the immediate area, if possible (UT even checks line of sight to spawn you only when you are out of other players view or at quite some distance to them - if possible that is!)
As I noted before a similar check should definitely be implemented.
A telefrag is something different, though, as it occurs, when 2 players use a teleporter in rapid succession - I never saw that happen in IL2 ;)
Hm, I have not yet played multiplayer quake, or Q3A. Offline, in Q3A, spawnfragging happens quite a lot (one spawn in twenty?). You're right that there are, and should be, no teleporters in a flight sim. I thought spawnfragging and telefragging were similar because the result is essentially the same, something appears where something else already exists, and one or both are destroyed.
HFC_Dolphin
05-18-2009, 02:51 PM
I think the OP mostly cares about the case where someone hits you from behind and you get charged for the team kill.
In this case, it is possible for 1C to check through the DM how the damage was made and appoint the TK accordingly. And most probably they'll have taken care of it.
Thunderbolt56
05-18-2009, 03:00 PM
Funny how people always say " He just ran into me!".
You rarely (if ever) hear the truth...i.e. We collided with each other because we were playing chicken and niether would flinch" or something similarly applicable.
<shrug>
virre89
05-18-2009, 05:55 PM
The spawn logic in IL2 is horrible, it will be fixed for sure in BoB.
Add features that check wither or not anything is already there and also add a lot more spawn points to each air fields, as for carriers and airstrip you'd simply be put into a queue.
usagold2004
05-19-2009, 02:24 AM
I've spawned and the guy taking off behind me ran into me! Who got the team kill? i did. No prize or anything, just negative points...so i agree with the first guy, i shouldnt get punished for running into my own team. Losing the points and having to refly are bad enough.
Thunderbolt56
05-19-2009, 02:34 PM
...as for carriers and airstrip you'd simply be put into a queue.
That would be great if it were to have the caveat that you can't even pull your chocks unless the way in front is clear and once you're airborn, you can't respawn unless the deck is clear (so, if you dip into the drink off the bow, you'll have to wait until the deck is clear to respawn again thus avoiding the spawn tragedy)
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