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Old 10-28-2011, 02:45 AM   #1
Mubey
Default suicidal

I think if you get shot and then click suicidal the guy the shot you should get the kill point!
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Old 10-28-2011, 02:56 AM   #2
[R-CON]James2464
PR:A3 Contributor

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Default Re: suicidal

DEFINITELY!

Also the re-spawn counter should not increase for every suicide.
Arma has huge maps we can't afford to do this with PR Arma.
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Old 10-28-2011, 04:10 AM   #3
[R-DEV]wormeaten
PR:A3 Developer

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Default Re: suicidal

And how you guys suggest to encouraging people to wait for medic if its more simpler to suicide and respawn?

Nothing is black and white everything is Gray actually and have it positive and negative side so try to watch some issue from all angles.


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Old 10-28-2011, 04:20 AM   #4
[R-CON]James2464
PR:A3 Contributor

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Default Re: suicidal

How do you suggest we support the wait for a medic when the front-line is so heavily contended where bullets kill and tanks roll?

I think if there is teamwork then the leader will find a way to revive or suggest it's too risky and you'll have to respawn.

Increasing the timer is one of those little things that can make people rage quit or pick at someone's tolerance, i find it frustrating and you're better off leaving it and letting the PR gameplay and teamwork take its course.

Perhaps i've completely missed something and i'm totally off the mark, either way that's how I feel.
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Old 10-28-2011, 04:36 AM   #5
Anazuke
Default Re: suicidal

Quote:
Originally Posted by Sinnister View Post
How do you suggest we support the wait for a medic when the front-line is so heavily contended where bullets kill and tanks roll?

I think if there is teamwork then the leader will find a way to revive or suggest it's too risky and you'll have to respawn.

Increasing the timer is one of those little things that can make people rage quit or pick at someone's tolerance, i find it frustrating and you're better off leaving it and letting the PR gameplay and teamwork take its course.

Perhaps i've completely missed something and i'm totally off the mark, either way that's how I feel.
Sounds like the game is not meant for you, it's slow phase game that rewards you from not dying all the time, when you kill enemy, you know that he's not gonna be back anytime soon without a medic. Think it like your squad is one, and if one gets killed, you are crippled until all are together again.

Im fine with people ragequitting and not coming back again, game doesn't need those kinda players who have no patience and nervcontrol, there are games for those kinda people.

Good planning and talking with your squad can get you to your objective alive.

As medic just pop smoke, drag/carry the wounded to safer location and heal there, the wounded player gets back in action without having to suffer from respawning in main/rally/fob, that are more far away. More people you have alive with your squad, more easily you will spot and kill enemies.

PR:BF2 ingame: DUROPUPU
PR:ARMA2 ingame: DURO
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Old 10-28-2011, 05:25 AM   #6
_casualtyUR
Default Re: suicidal

I rarely see medics.

It's difficult to get SLs to rearm the medic in the field.
I like the medic, good weapon, grenades, and meds.
Everyone seems to be specialized weapons.


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Old 10-28-2011, 06:43 AM   #7
Alan.rio
Default Re: suicidal

My solutions.

First, whoever shot the player gets the kill. thats a no brainer, I know points are not the aim of the game, but its just nice to get the kill and not be cheated out of it by someone who clicks the suicide button and doesn't play the game properly.

Second, introduce a suicide stat, if a player commits suicide, show it on the score screen, give them a minus kill, whatever. Let the rest of his team know that he is costing them tickets and he will be less likely to do it.

Third, increase the ticket penalty for suicide, and let the guy know that if he chooses suicide that he will cost his team points ( a pop up or message or something).

Fourth, don't let the player who committed suicide respawn at a squad rally point, send him back to base and give him a 40 second time limit before he can transfer, this will stop people doing hari-kari just to get back in the fight sooner.
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Old 10-28-2011, 12:20 PM   #8
[RGG]Firefokker

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Default Re: suicidal

Quote:
Originally Posted by Alan.rio View Post
My solutions.

First, whoever shot the player gets the kill. thats a no brainer, I know points are not the aim of the game, but its just nice to get the kill and not be cheated out of it by someone who clicks the suicide button and doesn't play the game properly.

Second, introduce a suicide stat, if a player commits suicide, show it on the score screen, give them a minus kill, whatever. Let the rest of his team know that he is costing them tickets and he will be less likely to do it.

Third, increase the ticket penalty for suicide, and let the guy know that if he chooses suicide that he will cost his team points ( a pop up or message or something).

Fourth, don't let the player who committed suicide respawn at a squad rally point, send him back to base and give him a 40 second time limit before he can transfer, this will stop people doing hari-kari just to get back in the fight sooner.
Seconded....

I've complained about lying around for 20 minutes waiting for a medic, but the suicide function really should be a last resort and should cost you...

'Each Javelin round costs $80,000, and the idea that it's fired by a guy who doesn't make that in a year at a guy who doesn't make that in a lifetime is somehow so outrageous it almost makes the war seem winnable'

from 'WAR', by Sebastian Junger


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Old 10-28-2011, 01:05 PM   #9
Rashomon

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Default Re: suicidal

People who die unexpectedly, have the tendency to want to rush straight back into the action. A lot of times they get careless and get shot even faster! And more frustration follows and they want to get back even faster...and so on...

I play a lot of coop with only one life. You get shot...you wait untill the next round or mission. That's it!
This sort of instilled me with a sense of caution and value for my ingame life. This helps a lot in a large game like Arma(PR). I occasionally still fall into this "trap" but most times my number one priority is staying alive!
There's nothing wrong with retreating and thinking about your next move. Or holding your fire when you're confronted with a numerical disadvantage...you can report their movement and wait for help or support. Or stopping every 50 to 100m to look around and check for enemy movement...and so on...
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Old 10-28-2011, 01:45 PM   #10
[RGG]Firefokker

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Default Re: suicidal

Quote:
Originally Posted by Rashomon View Post
People who die unexpectedly, have the tendency to want to rush straight back into the action. A lot of times they get careless and get shot even faster! And more frustration follows and they want to get back even faster...and so on...

I play a lot of coop with only one life. You get shot...you wait untill the next round or mission. That's it!
This sort of instilled me with a sense of caution and value for my ingame life. This helps a lot in a large game like Arma(PR). I occasionally still fall into this "trap" but most times my number one priority is staying alive!
There's nothing wrong with retreating and thinking about your next move. Or holding your fire when you're confronted with a numerical disadvantage...you can report their movement and wait for help or support. Or stopping every 50 to 100m to look around and check for enemy movement...and so on...
Project Reality as it should be played, in a nutshell...

'Each Javelin round costs $80,000, and the idea that it's fired by a guy who doesn't make that in a year at a guy who doesn't make that in a lifetime is somehow so outrageous it almost makes the war seem winnable'

from 'WAR', by Sebastian Junger


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