I have experienced the 'explode just after respawn' bug once. I think there are enough reports of this in the wild for it to be a high priority fix.
I'll also add my voice to the clamor for someone getting a kill credit on a plane that deliberately crashes. It's probably all but impossible to determine if a crash is really deliberate or not, but I think the game should err on the side of trying to assign a kill for any crash. If a plane is at all damaged, whoever got the last hit should get the kill credit.
I think it would be nice to also give assist credits. This would go to whoever dealt the most damage to a downed plane but didn't deliver the final killing blow. This would especially appease the arcade crowd.
I think the comments about how the arcade/casual crowd finds it much harder to get a kill in MP is totally understandable. All you have to do is compare the accuracy and persistence needed between arcade campaign and arcade multiplayer to see a world of difference. In the campaign, all you need to do is shoot in the vague direction of a bogey to see them go down in flames. Playing multiplayer, it takes some concentrated fire to score a kill.
The campaign should teach players all they need to know about the rules of combat to be able to play against other humans in multiplayer. The differences in the damage modelling and weapon accuracy/assistance breaks this implicit rule, which is in turn making arcade players scratch their head and walk away from the game.
If the arcade campaign is nothing but one hit kills then the same should be true in arcade multiplayer. This should be the default. If necessary (and something I think should be kept) there could be an option to have the current arcade mp damage modelling.
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