Slow death mechanic & the awarding of kill assists.

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Torment

FNG / Fresh Meat
Mar 15, 2006
70
3
0
Overall, I must admit I like the slow death mechanic. I quite enjoy having the opportunity to desperately fire back at the person who shot me in a sort of 'last stand' situation every now and again, and watching team-mates or enemies slowly dying in front of your eyes is quite poignant sometimes.

However, the one aspect of the slow death mechanic that really irritates me is the way RO2 currently awards points for kills and assists on a dying enemy. Perhaps the best way I can explain my irritation is by presenting a scenario that has happened to me quite a few times already during the beta.

On Barracks, I am defending the infirmary as a rifleman from the 2nd floor. I shoot a Russian who is sprinting towards the infirmary to try and capture it. The shot I fired has not instantly killed the enemy - but it has done enough damage to trigger the slow death animation. There is no mistaking that the enemy is fatally wounded as his animation has already been triggered and he is standing in the middle of open ground, slowly dying. Any number of things can now happen. On the one hand, I can rebolt my rifle and shoot him again, perhaps a 3rd time if necessary to ensure I receive the kill on him. However, on the other hand, if I attempt to fire at another target who appears more of a threat, or need to move behind cover to reload, more often than not one of my team-mates will pop up from another firing position and rapidly punt 2 or 3 semi-automatic rifle rounds or a few short bursts of automatic fire into the dying enemy who, stranded between two objectives in open ground, is completely stationary and a massive sitting duck. In the latter cases, I will be awarded with a team point for a kill assist rather than the points for the kill itself.

Personally, I feel it is fairly inequitable that the player who pulled off a relatively skilful shot on a sprinting enemy, which was enough to fatally wound said enemy, is rewarded less than the player who opportunistically fires at a stationary target in no man's land about 2 seconds later.


I realise the main counter argument to my suggestion is that with the team based nature of Red Orchestra, any kill on an enemy benefits the team - regardless of who is awarded more points /recognition for carrying it out. However, to this I would say that there is still a clearly visible scoreboard including a kill counter and the inclusion of a TDM style gametype in RO2 makes the issue of how kills & assists are awarded to players yet more relevant.

Finally, in scenarios where you are much closer to the enemy who has been fatally wounded than your team-mates, you are automatically placing yourself at greater risk - due to his ability to fire back at you - for less reward. For example, you shoot an enemy assault class at point blank range and trigger his slow death animation. He promptly unloads half a magazine of a PPSh into you for your trouble, killing you instantly, and then one of your team-mates comes round a corner and places another bullet in him, landing you simply a team point for a kill assist.


TLDR. I just feel that the player who shoots an enemy and triggers the slow death animation should be awarded with the kill for dealing the enemy a fatal wound, while any player who deals damage to the dying enemy thereafter should be given a kill assist. it simply seems more fair, imo. Thoughts on this ?
 
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Psychiatrist911

FNG / Fresh Meat
Aug 28, 2011
45
10
0
I somewhat agree with you but honestly, i don't play for kills, i don't think about how many i have until the end of the map.

Usually this state of mind gets me a ****ton of kills, stolen or not
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
The thing i dont like about the slow death mechanic is that the target does not react at all.

i blast him in the gut with my k98 but he doest recoil or so much as flinch; just sprays me with 1000 rounds and then we both die.

a 1-2 reacion would be nice; like if they slouch over and grab the stomach for a second before being able to return fire.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
0
Maine, US
Thing is you didn't kill him though, you only gravely wounded him.

Each player should get an assist in such a case, because both of you didn't put him completely down yourselves.

You're asking for full credit for a kill you didn't really make.
 

MagicSnake

FNG / Fresh Meat
Jan 28, 2011
164
38
0
Qu
I agree having the "kill" point for critically injuring the enemy makes more sense than having an "assist" point (if only for the weapon unlocks :p [bittersweet laugh :(])

But in truth, I have no outstanding issue with the current scoring system, and your suggestion to improve it is agreeable.