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| PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
| View Poll Results: Should the kill counter be removed? | |||
| Yes |
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248 | 14.57% |
| No |
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517 | 30.38% |
| Only show scores at round end |
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616 | 36.19% |
| Show it, but focus it on squad/team effort |
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298 | 17.51% |
| other (explain) |
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23 | 1.35% |
| Voters: 1702. You may not vote on this poll | |||
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#371 |
![]() Join Date: Jan 2012
Posts: 487
Location: Aracaju, Sergipe
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So, you guys think if you have a nice K/D you're doing a nice work, you can simple stay in a hill with a sniper kit and kill everybody you see, you will have a nice K/D ratio, but you didn't help your team just by killing the enemy infantry.
Remove it. |
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#372 | |
![]() Join Date: Mar 2010
Posts: 249
Location: Cross river
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Quote:
Okay DDS now lets see if we can do math. 200 kills isn't an extraordinary amount for a whole team to get in a match of pr. Now if each kill is 2 tickets that's 400 tickets that's not including assets they were using because that's still killing. Now the most tickets on a pr map is........ 650 i believe for Kashan now 650-400 is 250 now 400 is > 250 right so.................... Kills are the more important than capping flags. One person can easily get 15 kills no problem that's the same amount of tickets you loose for loosing a flag. SShadowFox Yes you do ever kill you make is another 2 tickets gone from the enemy if you sit on a hill all round and kill 20 guys that 40 tickets gone. Of course you shouldn't just be killing things when you are a sniper you should be lazing and calling in targets to the inf but since we are basing it on k/d alone, then yes having a good k/d helps your team. If every one has more than a 1:1 k/d then there is a very good chance you are winning that round. | |
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Last edited by maniac1031; 06-12-2012 at 06:23 PM..
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#373 |
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DEV's should consider this then (if you are correct). Just remove the flags and we'll just kill things n' shit. In the meantime I will avoid being anywhere near you ingame like the plague.
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#374 |
![]() Join Date: Mar 2010
Posts: 249
Location: Cross river
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What are you talking about if I'm correct do you find it hard to get 15 kills in a round because that sounds more like a you problem. I'm not saying the flags shouldn't be there. They focus the fight around them causing the teams to attack or defend but the ticket loss from the flags itself is much less than the killing it takes to cap the flag.
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Last edited by maniac1031; 06-19-2012 at 12:54 PM..
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#375 |
![]() Join Date: Jun 2009
Posts: 674
Location: Cheshire
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Shoot a chopper down, get 7 kills, 1 pilot and a squad. SHoot a chopper down get +1 kill you know the chopper has already dropped and to go check or cover the area he came from.
See a squad coming to a cache or flag, attack them, your squad kills 3, armour rolls up, you take cover, you dont get the kills on the score board so they must of got revived, now you know to worry about the armour and the back to full strength squad. The kill counter is a tactical aide, not a COD kids wet dream. Sorry not read the rest of the thread. |
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#376 |
![]() Join Date: Jan 2011
Posts: 446
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Kill counter is just a "fun" thing to have.
I think its fun to be able to see how many you killed. |
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#377 |
![]() Join Date: Apr 2009
Posts: 945
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#378 |
![]() Join Date: Jun 2009
Posts: 674
Location: Cheshire
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Its more useful as a tactical aide, then getting the derp derps at the end of the round saying "look how many kills i got". Every one who playes PR for the game play and not the kills should just ignor them.
The kids who care about kills who have the kill count taken away will stop playing as they have no reward at the end of a round. Its better to have them playing and mothing off at then end of the round, Then be playing PR on your own. Stop being so self distructive, trying to fix what isnt broken, its like cutting off your nose to spite your face. Removing the kill count will not add PR population it will reduce it. |
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#379 |
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I agree with Orford.
EDIT: Beneath is already mentioned by Moonlight post #360 Kill counter should stay, imo. -But I don't like the point that you can see on the scorelist if they are revived or not, kind of cheating. The *cough* of the revive says enough already. So, how about increasing the delay time for the kill counter and only show the players in grey on the opposite team. So don't show if they are alive or dead (if that's duable for DEV's ofc). Disadvantage is that some servers control the rule that heavy assets are allowed from up to ... vs ... ACTIVE players, that will be hard to check. Good idea? Could be already mentioned. |
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Last edited by Dude_Nukem; 06-20-2012 at 06:44 AM..
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#380 | |
![]() Join Date: Apr 2009
Posts: 945
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Quote:
I don't agree with you on the second point either - I don't see anything wrong playing for kills. Of course there has to be priority, but scoring kills may not only be enjoying, it's most of times helpful for team and it's a way to achieve victory. And thanks for tip about stopping to be so self destructive. xD Will again state the obvious - kill counter DOESN'T have to be removed. It should be tweaked, there are many way and compromises you can do that/ Many not hrmful for people who care about seeing their kills. Check this post: http://www.realitymod.com/forum/f18-...ml#post1780472 | |
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