The State of Friendly Fire...

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Rendezvous, Mar 9, 2013.

  1. MrLee.NO

    Problem with that is then you'd get griefers blocking the doors in spawnrooms e.t.c..
  2. n0pax

    I personally feel FF needs some tweaking. I was one of the biggest people crying for server merges, I'm a late night gamer and I had characters on Soltech and Jaeger, two of the least populated servers, the game was dead by 1 AM local and I play sometimes til 8.

    Now that servers have merged tank zergs have become the norm which includes mass spam into towers such as Indar Bay Point (the one just north of TR warpgate) and Saerro Listening Post. I've been getting tked roughly double the amount, including 13 times at objectives (I was only ever tked a few times combined pre-merges).

    In the rare event I'm in a tank (I'm infantry 99% of the time) I'm guilty of this too, I just mow down allies if it potentially gets me points. I pay zero attention to tking allies because frankly, there's no real penalty for it. It takes forever to get your weapon locked and if in the off chance you actually do, it only lasts 5-15 minutes max.

    Being tked by allies for objective points or their tanks just spamming a spot/even killing you to killsteal the guy you're shooting at who happens to be nearby stinks.

    The penalties really need some sort of increase, mabye increasing the penalty for tking multiple people within a short duration of time? Or (I'm not sure if this is possible with coding) ban tkers from driving tanks and using planes for one or more hours.

    Most importantly, and I'm sure most people will agree, any TK on an objective should automatically be sent to a GM for review, with intentional TKs being a week suspension first offense. It's just downright unacceptable.

    Had a situation earlier, solid red hotspot, SCU compromised but we're working our way back (I'm TR) and taking back the station (Zurvan). I get to the SCU borderline in time to defuse, begin defusing and I get tked by an ally who says on proximity "my points noob." An enemy comes by two seconds later and kills him (I would have defused it if not for him) and the SCU blows. We lose Zurvan and a 200+ person battle is over thanks to his TK.
  3. Olek

    I don't think it would make any difference, when some drooling crosseyed tank driver uses me as a speed hump, 50% less damage won't make a bit of difference.
  4. Fligsnurt

    No. FF may be a hassle with the derptastic infantry on the scene but it keeps explosive spam down and Id rather die then have to sit around with my screen shaking like I'm suffering from hypothermia.

    This happens to me way to often, or I will revive someone just to have an enemy round the corner and have the revived guy run circles around me not doing anything but absorbing my bullets when I am trying to protect them.
  5. BaronBobBlitzkrieg

    Two words: Trigger discipline.
  6. JudgeDeath

    FF is just fine as it is. It makes me lose a tiny fraction of hope that mankind might survive everytime someone posts something like this thread.
  7. WalrusJones

    KF had a pretty ingenious user made solution to this: Make people non-solid when in important areas, like the shop, or high traffic doorways......

    Or making people non-solid inbetween waves, which isn't viable in planet-side.
  8. LanceHavenbay

    No.

    Perfectly fine as in.

    Do not rush into a steam of bullets.
    Line up your shots rather than spray.
    Move tactically.
    Avoid zergs.
  9. Ronin Oni

    FF on is required to help control explosive spam (or at least punish poor use of explosive spam)


    Must stay.
  10. THUGGERNAUT

    friendly fire is okay... collision damage, on the other hand, seems pretty broken.
  11. maxkeiser

    FF has to be in game as it is now for a number of reasons that have already been discussed at length. I wish people would stop starting new threads for issues that have been covered time and time again.

    FF is one of the things that PS2 gets spot on (and BF3 got totally wrong).
  12. Devrailis

    Now lets be fair here.

    That rarely stops those lib spammers. ;)
    • Up x 1
  13. Being@RT

    Collision between players would help, but that's the only change I'd wish to see that affects friendly fire. It's very hard to anticipate a friendly running through you. But I imagine collision has all sorts of computational restrictions to be really viable.

    Reducing friendly fire damage would do nothing to reduce amount of intentional teamkillers, they'd just take a little bit longer to kill you, and you'd take a little longer to kill them in retaliation. It would however increase accidental (or.. uncaring) teamdamage a lot.

    That said, I've never been weaponlocked since even though I hurt friendlies plenty (and sometimes damaging/killing on purpose even, in retaliation). What do the people getting weaponslocked actually do, drive around crown in a tank, squishing everyone? Bombarding friendlies from a Liberator? What are the criteria?
  14. toxs

    Friendly fire should be 1 hit 1 kill.
  15. Herrick

    Because we totally need even more BR1s massacring half our allied forces the moment they see the slightest hint of enemy.

    Explosives are still spammed constantly, people still shoot at the back of your head without a care in the world. FF sure did hell of a job at stopping this didn't it?

    But so as not to provoke too much of a kneejerk reaction from the MUH TACTICOOLS crowd how about a compromise?

    BR1-5: No FF damage although you still get warnings and weapon locked if a certain % of your shots are on friendly targets.
    BR6-10: 50% FF damage.

    At the very least it'll stop people making alts to deliberately teamkill, or are we gonna start defending that as metagame? :rolleyes:
  16. Clonecenter-resident

    The biggest problem I have with the FF and grief system is it seems to be based on number of hits instead of damage dealt or number of kills. It is entirely possible to get weapon locked without ever killing a teammate or doing more than minimal damage to friendlies (anything that generates a lot of hits but little damage, shooting maxes, shooting friendly vehicles with basilisk, lasher, etc.). It is also entirely possible to kill absolutely GOBS of friendlies without getting weapon locked (snipers, C4, Grenades, ubgl, HA rockets, tanks, etc.)

    The system needs to be based on how much damage you did to the person you shot or in the case of explosives total damage done to friendlies.
  17. TomoB

    Hmmyeah, I'm just sitting there in my parked vehicle, some dude crashes into me and I get the "BEPBEPBEP BYDDYDAMAGE IS NOT TOLERATED YOU BASTARD"-notification... yepp yeppp.
  18. Goretzu

    That's basically an imaginary bugbear with collision detection.


    Yes in EQ1 it was possible to die to a train of Gnolls if an Ogre was AFK in the main access tunnel, but the reality was you could ALWAYS get past them (well unless you were another Ogre maybe), just perhaps not quick enough to not die to your train of Gnolls.

    And this was 1999, CD has come much further now.

    Some games like Warhammer Online only turn Friendly Collision detection on when PvP enemies come into range, but with all CD since EQ1 you can always wiggle yourself past (some forms you can still move slowly though someone).

    Admittedly CD isn't as important in PS2 as in a melee bases game, but it would still add singificantly to tatics if it were in.




    Regarding the OP - FF is totally fine as it is.
  19. SpecOps Delta

    FFS FF is ok.

    But the penalties for TK and TDamage are to low. I would love have a very hard punishment for team attacks.
  20. Scatterblak

    Obviously not. Bullets are bullets, and flesh is flesh, and damage is damage.