Preventing artillery strike TKers

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Quenaelin

FNG / Fresh Meat
Nov 3, 2006
242
0
0
Finland
Prevent player who calls artillery strike switching side until strike ends.

or

You should see who called artillery strike in death messages. It should be like rain of death your name on it. Then players could kick you delibarate TKs more easily if they see somebody switching side just before the strike.
 

angelangel

FNG / Fresh Meat
May 31, 2006
489
22
0
29
Singapore
I've seen this a million times, an NCO calls a strike on a capture point but to clear it out but then his team mates capture it and get tked as they spawn on the new CP. I think the artillery strikes are WAY too long, it's like firing 30 shells, which I doubt they would have to waste on infantry.
 

Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
I think the real problem here is people just don't pay attention. I play squad leader a lot, and I always announce arty strikes in team chat. Yet people still go running into areas where I've just ordered a strike.
 
Someone else had an idea where team kills were put into three categories, bullets(includes tanks), grenades, and artillery.

If the server host wanted to choose so, he could set up the server with a good solid limit on normal team-kills, but the server host could also allow for much more artillery team-kills before the offending player is kicked.

There was also another idea hat was somthing like, for every few enemies you killed with artillery, you were allowed more accidental artillery team-kills before you were kicked. So that means a player who is doing a good job with artillery can stay on the server and keep doing good even though his teammates ignore him and run straight into danger, while a terrible or purposeful artillery team-kill would be removed quickly because they would be killing no enemies.

I might have explained both ideas wrong, you guys can try and find the topics, I had no luck, but I think these ideas could be very helpful.
 

Quenaelin

FNG / Fresh Meat
Nov 3, 2006
242
0
0
Finland
I think the real problem here is people just don't pay attention. I play squad leader a lot, and I always announce arty strikes in team chat. Yet people still go running into areas where I've just ordered a strike.

Ask acknowledge repply for everybody in your team otherwise don't commit strike. After everybody replies you can start. This could be hard in the heat of battle, but it could prevent TKs.
 

U3BAPuHCKUU*_4yBAK

FNG / Fresh Meat
May 12, 2006
261
0
0
Ask acknowledge repply for everybody in your team otherwise don't commit strike. After everybody replies you can start. This could be hard in the heat of battle, but it could prevent TKs.

No it almost impossible - majority of people even not respond on chat text, even if its only 2-3 players on server ;)
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
I think the real problem here is people just don't pay attention. I play squad leader a lot, and I always announce arty strikes in team chat. Yet people still go running into areas where I've just ordered a strike.

I agree, players have to pay attention where the artillery strike was called and only run into it at their own peril. It does show up on the objective map.

And yes, I am sure there are those squad leaders who must pay attention to where they place their strikes also.

Basically, it all comes down to coordination between players I think. The more communication (VOIP/Text), etc, the less likely this is to happen. Players must listen and pay attention to the text messages! You will probably have more fun playing anyways the more you interact with the other players.

:)
 

Quenaelin

FNG / Fresh Meat
Nov 3, 2006
242
0
0
Finland
I think artillery fire is still quite realistic in this game, friendly artillery casualties were common in WWII and even today it happens.

I am repeating myself here, but If you want to be sure you don't need to do any artillery strikes, when people are playing blindfolded and not answering to you.

So that means a player who is doing a good job with artillery can stay on the server and keep doing good even though his teammates ignore him and run straight into danger

I agree, this is good idea and should be implemented, as long as you keep killing enemies also you don't get kicked.
 

snakedude24

FNG / Fresh Meat
Sep 16, 2006
1,042
0
0
Someone else had an idea where team kills were put into three categories, bullets(includes tanks), grenades, and artillery.

If the server host wanted to choose so, he could set up the server with a good solid limit on normal team-kills, but the server host could also allow for much more artillery team-kills before the offending player is kicked.
.


This is already implemented for us dedicated server admins....... We can assign a value to bullet TK's, artillery, and explosives.


Basically, don't bother the devs, bother the server admin.