Friendly fire melee - love it!

Friendly Fire Melee

  • Yes keep it on always.

    选票: 34 23.1%
  • Yes - but as as server option.

    选票: 79 53.7%
  • No - remove it.

    选票: 20 13.6%
  • Yes - but make it hurt your team mate instead of you.

    选票: 14 9.5%

  • 全部投票
    147

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Teala

Sergeant at Arms
Friendly fire melee is the best thing to happen in this game in a long time.  People are really taking their time when all bunched up and you don't see the stacks of people wildly spamming two handers no more.  Now the 2 handers are used sparingly and at the right times.  This is a good thing.  If it is a bug, I say leave it in.  I can't say enough how much I love this.    :grin:
 
I Like it too, and i crouched myself four times today!

Keep it in! At least as a server side option if nothing else.

Start a poll..
 
no, no, no, no, no, no, NO.

I don't give a #*^&$ how realistic it is, this is terrible for gameplay. in the short time i've played, I've seen too many people killing themselves becuase people walk in front of them to the point where a lot of people end up suiciding more than they kill.

The devs said it was a bug, it is a bug, and it will go away. The current FF system was bad enough when it was just ranged. This kind of FF promotes players staying away from eachother, when the thing that exicted me most about multiplayer was big battles with actual people instead of brain-dead bots. You can't have big melees under this patch, or each round will be decided by which team's score is the least negative...

What kind of pills did you take to make yourself love this??? Seriously...
 
It's more enjoyable to some people because it forces you to be more conscious of your teammates. It separates the well-coordinated from the uncoordinated. With the current FF, a team with good teamwork is going to have an even larger advantage over an uncoordinated team than before.

It really should be a server option.

Don't judge people because they like something that adds skill requirements.
 
theres a difference between being more conscious of your teammates and having to be paranoid that any attack you make might kill you unless there's no one in sight.

But this is less a problem with this bug, and more a problem with the damage-reflection FF system. IDC what universe you come from, dropping dead because a stray swing hit someone fighting for the same side is not realistic.

This doesn't add skill requirements, it only adds frustration.
 
Well, this works well as long as FF damage is set to do damage to the person you hit rather than yourself. But again, it should be a server option. What's wrong with that?
 
The best FF system would simply be you still damage allies, but for less, and you  lose a point like a suicide if you team kill. (though that's another discussion, I guess)

I wouldn't mind seeing an option, but even with a better FF system, I wouldn't want to see this become the norm...
 
Alhanalem 说:
The best FF system would simply be you still damage allies, but for less, and you  lose a point like a suicide if you team kill. (though that's another discussion, I guess)

I wouldn't mind seeing an option, but even with a better FF system, I wouldn't want to see this become the norm...

Go to the US Conquest server. You damage teammates when you hit them.
 
to be honest, it really doesnt affect me too much. I only killed myself once today from ff melee and I was playing for several hours. It certainly encourages organization over wild swinging, and I would certainly love to see this as a server side option. I can see this as becoming the norm for competitive play. That said, if most the people in a server would like it turned off, I'd be happy to switch ff off =)
 
This adds so much more realism to the game, even though I didn't get what was happening until attacking my teammate and killing myself 5 times  :roll:
 
Nino T1 说:
This adds so much more realism to the game, even though I didn't get what was happening until attacking my teammate and killing myself 5 times  :roll:

What's realistic about keeling over when you hit a friendly target? Enlighten me.
Without the damage reflection, I would be more inclined to agree, but this should be a non-default server option, and not the norm.
 
Alhanalem 说:
no, no, no, no, no, no, NO.

I don't give a #*^&$ how realistic it is, this is terrible for gameplay. in the short time i've played, I've seen too many people killing themselves becuase people walk in front of them to the point where a lot of people end up suiciding more than they kill.

The devs said it was a bug, it is a bug, and it will go away. The current FF system was bad enough when it was just ranged. This kind of FF promotes players staying away from eachother, when the thing that exicted me most about multiplayer was big battles with actual people instead of brain-dead bots. You can't have big melees under this patch, or each round will be decided by which team's score is the least negative...

What kind of pills did you take to make yourself love this??? Seriously...

Oh why, because you can't blindly and wildly swing any more?  I was playing tonight and heard people praising it though they knew it was a bug.  Thought it added a lot of realism and forced people to be careful when they swung.    I think it is awesome myself because now you can't blindly walk around just swinging away.  It takes more skill to play like this as well.
 
Oh why, because you can't blindly and wildly swing any more?
Why does everyone have to take things to wild extremes?

You don't have to be "blindly and wildly" swinging to suddenly drop dead when some ally dodges in front of you suddenly when you're swinging at an enemy player in front of you? It has happened to me more than once already and it's extremely frustrating- It's not my faliure to aim my attacks, it's the ally's getting in the way.

One more time:  SUICIDING WHEN YOU ACCIDENTALLY HIT A TEAMMATE IS *NOT* REALISTIC. [/rant off]
It doesn't take more skill either. When this happens, it's usually not the fault of the attacking player, it's the fault of the other person who walked in front of someone trying to kill an enemy.


The damage reflection, or the melee FF, one of the two has to go. I don't care which one.
 
Keep it, Gankers Beware!

Melee units should be held accountable for their actions, Not just ranged.
 
Alhanalem 说:
Nino T1 说:
This adds so much more realism to the game, even though I didn't get what was happening until attacking my teammate and killing myself 5 times  :roll:

What's realistic about keeling over when you hit a friendly target? Enlighten me.
Without the damage reflection, I would be more inclined to agree, but this should be a non-default server option, and not the norm.

if you see an admin online, just ask them to change the FF settings. We can switch ff to damage self, damage both, damage ally, and off.
 
Yes, now you can't just click-click-click-click-click when you have a numbers advantage. Having a 2 on 1 situation is simply an advantage in numbers, not a guarantee of a win. There is a certain skill in converting that advantage to a win. Now that skill requirement has been increased; boo hoo.

I will sympathize with you however. Not everyone will like it and I can understand why.

I would encourage you, however, to try playing on the US conquest server (assuming there are people there  :roll: . Conquest is fun people! Play it! :razz: ). On this server (and probably on a few others) the FF is more realistic where you hurt your teammate instead of yourself. There is no damage-reflection there.

Alhanalem 说:
You don't have to be "blindly and wildly" swinging to suddenly drop dead when some ally dodges in front of you suddenly when you're swinging at an enemy player in front of you? It has happened to me more than once already and it's extremely frustrating- It's not my faliure to aim my attacks, it's the ally's getting in the way.

Well, it's not your failure to aim your attacks, it's your failure to position yourself correctly. If you were in the right position, your teammate wouldn't be able to step in front of your attack. Believe me, I've done multiple opponent situations in martial arts; positioning is extremely important. Instead of just running at the enemy and aiming an attack correctly, try positioning yourself on the opposite side of the enemy as your teammate. There is a phrase in Jujitsu: "Position before submission." It is the same here: "Position before attack." Get into a good attack angle first, and then attack. Don't attack until you're positioned correctly and you won't need to worry about people stepping in front of you. If someone doesn't understand positioning, he's not a good team player, sorry.
 
ares007 说:
Yes, now you can't just click-click-click-click-click when you have a numbers advantage. Having a 2 on 1 situation is simply an advantage in numbers, not a guarantee of a win. There is a certain skill in converting that advantage to a win. Now that skill requirement has been increased; boo hoo.

I will sympathize with you however. Not everyone will like it and I can understand why.

I would encourage you, however, to try playing on the US conquest server (assuming there are people there  :roll: . Conquest is fun people! Play it! :razz: ). On this server (and probably on a few others) the FF is more realistic where you hurt your teammate instead of yourself. There is no damage-reflection there.

Alhanalem 说:
You don't have to be "blindly and wildly" swinging to suddenly drop dead when some ally dodges in front of you suddenly when you're swinging at an enemy player in front of you? It has happened to me more than once already and it's extremely frustrating- It's not my faliure to aim my attacks, it's the ally's getting in the way.

Well, it's not your failure to aim your attacks, it's your failure to position yourself correctly. If you were in the right position, your teammate wouldn't be able to step in front of your attack. Believe me, I've done multiple opponent situations in martial arts; positioning is extremely important. Instead of just running at the enemy and aiming an attack correctly, try positioning yourself on the opposite side of the enemy as your teammate. There is a phrase in Jujitsu: "Position before submission." It is the same here: "Position before attack." If you don't understand positioning, you're not a good team player.


I couldn't have written this better. Positioning in melee ff is a key feature. It also allows the person outnumbered to use more strategy to stay alive.
 
Phallas 说:
Keep it, Gankers Beware!

Melee units should be held accountable for their actions, Not just ranged.
I don't disagree. The problem is not the melee FF itself, but the currently dominant FF-damages-self setting. Yes, I know that there is some potential for the occasional jerk to go around teamkilling and spoiling a good game for others, but I honestly don't see much of this in any other FPS-styled game I've played.

Accidentally killing allies is realistic. It happens all the time in real life, even today. What's not realistic is instant suicide when friendly fire happens.

But how do you balance realism and the potential for greifing? There is no magic answer here.

Frankly, if this stays, I'll be avoiding the FF-damages-self servers if at all possible (like you suggest). It's a lot easier to accidentally hit someone with a melee attack, so while it was just a minor annoyance before this patch, now it's extremely frustrating.
 
Alhanalem 说:
Why does everyone have to take things to wild extremes?

You don't have to be "blindly and wildly" swinging to suddenly drop dead when some ally dodges in front of you suddenly when you're swinging at an enemy player in front of you? It has happened to me more than once already and it's extremely frustrating- It's not my faliure to aim my attacks, it's the ally's getting in the way.

One more time:  SUICIDING WHEN YOU ACCIDENTALLY HIT A TEAMMATE IS *NOT* REALISTIC. [/rant off]
It doesn't take more skill either. When this happens, it's usually not the fault of the attacking player, it's the fault of the other person who walked in front of someone trying to kill an enemy.


The damage reflection, or the melee FF, one of the two has to go. I don't care which one.

Welcome to the world of archers. Yeah, happens sometimes. But in my opinion the advantages really prevail. No more packs of crazy-swinging 2-handed guys. And if having a 2-handed sword yourself you really need to think and time your attack. I like it  a lot. At least server side option. But I'd rather say: Leave it in completely and look how it works out.
 
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