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  • anti tk and against tk with penalty

    05. 02. 2011 23:45

makinman
as we all know that many bb players had tk carelessly at the begin
it is necessary to do sth for alleviate
SO for my suggestion, how about change the fireline colour when we are crossing
e.g.for our ship, the fire line will be turn to green colour when T or R slot ran
if someone is crossing your ship that the fire line will change to red or yellow
(meaning danger)from green .....it is a effective way to tell the player for holding on
fire without or before saying'' crossing or XXXXXX''
Also the penalty should be increased , not only decrease the exp tk player
gained....how about kill the tk's sailors(officers skilled rookie)in random when they tk
others .....most of us are hate the tk player especially the noob dd ff
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  • Re : anti tk and against tk with penalty

    05. 08. 2011 01:26

KingCong
I have noted before that taking 0 dmg from friendly fire will call for some abuse.

Some guy in an ff can sit on top of a BB and not let him shoot at anything.

And if youre thinking "why not let your shells go thru teammates?" then thats just
lazy. And i dont want to see 5 BBs in the hitbox of 1 and can still shoot in all directions.

NF is not different from most games. You shoot your teammate, civilian, etc. you get
punished. Its all a part of paying attentnion to what youre doing and aware of your
surroundings. get use to it or suffer the consequences.

yes there are those who get in the way and cross you and you get punished for
minding your own business but thats life. Teach him a lesson since your exp has been
nerfed anyway.

  • Re : anti tk and against tk with penalty

    05. 06. 2011 16:12

ludaka
The penalty to stay but there to be big red "CROSSING" warning like torpedoes one. So if
BB see it and still fire they really are Tk .

  • Re : anti tk and against tk with penalty

    05. 06. 2011 15:53

blackhawk123
How about instead of making some kind of penalty for bb users and people who get sunk by
crossing them, why not just take off friendly fire? That way you can't kill your teammate
even if you wanted too. (Thinking outside the box here). XD

  • Re : anti tk and against tk with penalty

    05. 06. 2011 09:43

KingCong
Regardless of guidelines, tk at the beginning of the game is quite rare except for the
ocassional bonehead who is not paying attention. For the most part players are
tactically aware at that point in the game to get out of the cluster in one piece since
there is little enemy activity to worry about.

But really it would be unfair to punish either party since each tk situation is unique. It
might be the shooter's fault for no checking before firing and it might be the
receiver's fault for turning at the wrong time. It might be a nooblanta who can't
control his rogue turret or that same pest who shoots teamates because he is
raging. Often the tker apologizes or the receiver forgives and with the low impact on
the game or repairable sd, all is forgotten.. until the results screen.

A set of penalties may punish the innocent while pure reporta calls for abuse.
Althought the rules now for tough love deters tking enough.

There was a suggestion a while back for a "forgive" button allowing the tkee to drop
the penalty for the tker. Obv if you mad you give him the. Exp nerf, but if it was an
accident and he apologizes you can drop the charges.

  • Re : anti tk and against tk with penalty

    05. 04. 2011 14:58

Blazer4show
"The worst problem is in the starting grid. For some reason everyone has to fire their
guns right away. There is no real obligation to do that, especially with such close
quarters. "

Disagree with you on this one. I literally do more things in the first minute of the game
than I do at any other point. -Load scout/spam F key, - turn and raise turrets and fire
to set G key, launch and position scout, by this point I'm near turning south and setting
up the line, and likely back over to the scout to make sure its safe. If you do not fire
before you make the turn, you either have to leave turrets stationary to properly mark the
G key, or turn the turrets to aim at other team and screw up the G key. Firing while
stationary or moving straight forward at the start is the ideal time to set G.


"yeah test firing shouldnt be necessary since you ideally should trim your guidelines to
max range. I do it so I can use G so i can spot to the enemy after i maneuver my way
out of the start cluster. perhaps making G default o the end of the guidelines but that is
another suggestion."

That would only help to a certain degree. At lower tier ships, that may not be able to
get their guidelines long enough (no pun intended) going to the end of the guideline might
not be enough.


  • Re : anti tk and against tk with penalty

    05. 04. 2011 13:52

DeadEye1989
@King: I made a suggestion along those lines some time ago, the people who
posted in it liked it, maybe I'll go and try to dig it up.

  • Re : anti tk and against tk with penalty

    05. 03. 2011 23:42

KingCong
yeah test firing shouldnt be necessary since you ideally should trim your guidelines to
max range. I do it so I can use G so i can spot to the enemy after i maneuver my way
out of the start cluster. perhaps making G default o the end of the guidelines but that is
another suggestion.

but if we make tk dmg 0, i can smell some DD gonna exploita hump our BB all day so
they cant send any shells over to the other side while laughing cuz the helpless BB cant
do something about it.

  • Re : anti tk and against tk with penalty

    05. 03. 2011 18:20

Ultra_Dog
That may be a solution, or simply a change that probably won't make much
difference to a kucklehead who blasts anytime without consequence or a fool who
passes too close to an active firing BB.

The worst problem is in the starting grid. For some reason everyone has to fire their
guns right away. There is no real obligation to do that, especially with such close
quarters. With the change of Escort settings, escorts are all over, circling and being
basically dumb and in the way. We learn to avoid them and get clear.

Everyone needs to be aware of BBs firing, but All ships need to know what other
ship is near them prior to hitting the space bar.

Maybe to make things more complex, NF could institute ship collisions. Where ships
don't cross over, but collide, cause damage and force ship captains to know where
there ship is at all times. You'd get a lot of collisions early on, but people would
learn to maneuver better next time. Of course, ramming enemy ships could be a
new offensive tactic.

  • Re : anti tk and against tk with penalty

    05. 03. 2011 14:43

Blazer4show
I would imagine it would be as easy as this suggestion to code in a check. If a ship is
crossing anothers turrets code it to prevent that turret from firing. No shells wasted,
no TKing just the frustration of landing a half salvo instead of a full. At the same
time, if an AA boat can't fire its AA while its crossing creates an environment forcing
them to pay attention.

  • Re : anti tk and against tk with penalty

    05. 03. 2011 14:37

tipsypo
I think the adjusted color marking lines idea is very good. At least warns the ship
that they are being or have accidently crossed another vessel.
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