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MP - Players killing themselves before you kill them...


Rogue74
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I don't know how big of a problem this is, but I've played in a bunch of games this week on other clan servers where the people were killing themselves, presumably with a bound command, off before I killed them. That is just really cheap and petty. Their excuse is "Oh, well I will respawn faster if I kill myself." C'mon, you just don't want to get killed. I've seen this so far on a [TEL] server by [TEL]Shadowmage and on a BF server by BF.Superman, who used to be a decent player.

 

Is this a big problem or just done by select people?

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Either they change force Cfgs like lightning (no pun intended) or they are complete idiots....

 

Being killed by someone doesn't have a penalty on the scoreboard, and your death only has 2 seconds of fame at the top of the screen then quietly fades into the console. But killing yourself deducts a point from the scoreboard and makes you look like a fool...

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I saw a lot of peeps do that in 1.02 after you clubbed them off a cliff to fall to their doom. But since you can't hit homeruns like that in 1.04 i haven't seen much of the kill key syndrome, only the idiots who do it in team games to screw up the scores.

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It's a silly and pointless "tactic" almost akin to disconnecting right before the score limit is reached (which I'd rather some people do in these cases).

 

It's like "gee, I lost by getting self kills, but at least you didn't REALLY beat me" haha..... sorry.

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Want to really see some BS?

Go to the Quakesh1t v1.04 Full Force duel server and hang out there for a while.

 

You will start seeing sore losers exploit the disconnect/reconnect bug found in duel matches.

 

Basically, the guy who loses disconnects/reconnects at the right moment and he "bumps" the winning player back into spec mode and fights the next opponent.

 

I have seen it on a few other servers, but almost all of the regulars do it there unless they know you.

 

Funny how stuff like this never gets fixed in patches...

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This is still a heavily used cop out in this game. I myself with suicide when I mess up like falling off a ledge, but alot of guys still do it in ctf. Sure there is the argument that it saves time, if a second has really mattered. The truth is it's a way for the person suiciding to feel better about himself when nobody can see that he's been killed by a player. Only solution i know of is to taunt them till they leave in disgrace. And your right those BF boys are some of the most depressed guys I know of because damn they sure kill themselves alot.

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Update - the Exemplar Knights are doing this too. Their reason is "We don't want n00bs killing us." Well seeing that I've been playing since the game came out, I'm not a n00b and on top of that it must be very embarassing to constantly be getting killed by n00bs. lol

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I wanted to post this and tell you how this really affects ladder games. This was not written by me, but by one of my teammates.

 

Forgotten Outcasts [FO], had started playing in the OGL while the

1.04 patch was in usage. This was a source of optimism for me and my

clan. We were hesitant of being able to play in a fair and uncheating

atmosphere while scripts "cheats" were being used. But the latest

patch had fixed it so that the pull force power could not be

manipulated into being unblockable. And therefore, would not have to

worry about how wide spread it use was. However, I find myself now

concerned with the '/kill' command and the use of its bind.

In Quake III, the '/kill' bind is of miniscule advantage (although

I am not up to date on my current Quake patches, as to whether it has

been altered to some effect.) For re spawning without a real gun is

more than likely nothing but a hindrance. I do know that in Elite

Force, which uses the Quake III engine, suicides were limited by a 5

second time interval. And still to little advantage, even if you were

playing a mod. Both of these games however did not have force power

that automatically starts at full on each re spawn. And in Jedi

Outcast, you can kill yourself at will.

This email is a grievance, about our most recent CTF match where

it appeared to us that our opponents (Primal Instinct) strategy was

entirely based around having '/kill' binded and how this one command

allows you to abuse force power dispicably. Also to see what can be

done regarding it and of a ruling on suicides.

One minute into the first map of our match and I was greatly

disgusted. I would have wanted it called off right then and there. To

us, they were nothing more than arrogant cheaters, yet we were still

unsure as to whether or not their behavior should be tolerated. In

desperation I tried to record a demo but found myself at a loss

because g_synchronousclients was not set to 1. We stuck it through and

lost. To which we grossly protest. We feel we should not have to stand

for such behavior and want a rematch, with suicide being deemed

illegal. But we will in the end abide with any decision you would make.

The force powers that were being abused most of all were rage and

speed, but not always at the same time. With these, you can find your

self almost anywhere on the map in less than a second. If you thought

you took to much damage to make it to and back with the enemy flag,

you could always kill yourself and be right back at the spot in no

time. When rage wears off, you move sluggish for a bit and with fewer

health points. At this point they always chose to kill themselves.

When they hear that their flag has been stolen, they could kill

themselves to re spawn closer to their base, turn on both these force

powers and effectively any weapon they pick up being unblockable with

saber and three times the rate of fire. Then, rather deal with the

damage caused by rage, they killed themselves. Hopefully re spawning

somewhere closer to our base. With force rage, you take a lot less

damage from weapons. Therefore can use anything without fear of splash

damage. Grenades, rockets, fletchet and repeater all close up. And

then to heal themselves after, you just suicide and be right back

where you were. The only real way to lessen the advantage of killing

yourself to that of Quake III would be too make force regeneration

time instantaneous. I believe this, however, to be totally absurd. And

it still would fall short of leveling the playing field. At the end of

the berserk killing yourself is all to your advantage. Why waste those

precious seconds being slow and impotent when you could instantly

start right back up again as a killing machine.

I also outright accuse them of changing their force powers as

easily as having it bound to a key. In the '/cvarlist' force power

setups are denoted with a number and having these force powers take

effect, the command 'changeforce' is to be used and the setup will be

changed upon your next re spawn. Yet, I would not stop there. For you

could have a whole keypad of force setups at your disposal. And not

having the keys bound to a script but to execute an entirely

new configuration. With a simple key you could execute a configuration

that changes your forcepower number, have the 'changeforce'commabd

take effect, kill yourself and have your binds setup to accommodate

for the new force powers. Effectively, I could use force rage and

speed to rush the enemy base. Not worrying about having the side

affects, or be picky about whatever weapon I have, for I am just going

in to weaken enemy defenses and will kill myself whenever I see fit. I

could keep doing this easily and fast, as much as I want. Not

hesitating to kill myself if I run out of amo. Then, when I feel the

time is right, execute a new configuration. Killing myself to give me

something like speed, and absorb now bound to my prior rage key. Turn

them both on and have enough force power left over for jumping, rush

in to grab the enemy flag and rush out. Yet, this it but one example.

Through exploiting the suicide command an entire team can became much

too versatile.

All this because Raven did not alter the suicide command. I do not

feelonly cheated out of our match, but cheated in having fun with

thegame. Me and my team want a rematch with Primal Instinct if the OGL

should see fit to rule that killing yourself is absolutely

untolerated. If you should agree with my position and have the ear of

those who would patch this behavior out of the game. Please PLEASE!

forward my email.

 

 

~KFJ

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You will start seeing sore losers exploit the disconnect/reconnect bug found in duel matches.

 

Basically, the guy who loses disconnects/reconnects at the right moment and he "bumps" the winning player back into spec mode and fights the next opponent.

 

I have seen it on a few other servers, but almost all of the regulars do it there unless they know you.

 

Funny how stuff like this never gets fixed in patches...

 

Correct me if I'm wrong, but I swore that was precisely the bug that was listed as "fixed" in the latest 1.04 patch.

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Originally posted by Kurgan

 

Correct me if I'm wrong, but I swore that was precisely the bug that was listed as "fixed" in the latest 1.04 patch.

It still works. I have yet to read the "changes/fixes made" in detail, but either it was another bug or they didn't play test it enough because it still works fine.

I had it done to me about a week ago.

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I'm thinking the same way Razorace is thinking...

 

Though what should really make you mad is people that run from you when you're about to kill them. Some infant I played called [KDH] Anakin was talking all sorts of smack about people's mothers and fathers and sexual orientations.. I busted open his shield and was about to bust open his head when he started running from me. Full speed.

 

So I got tired and he excused himself by saying, "Sorry i just dont want to be killed by a fag like you"

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razorace has a good point if you kill yourself in ctf, you lose 1 flag capture. I think that would stop that crap pretty fast.

 

As for using /kill in any other type of game, why not just spawn the player with there last known health points, no shields and no force.

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