It’s getting really annoying and tiresome to play against people that find it ok to use the slimiest tactics in the game. Mostly this is about air battles.
For example, you shoot a bomber, didn’t finish it and go for re-arm, what bomber pilot does is re-arms and bombs himself. Just to make sure that you don’t get even the plain kill counted. Or he flies his plane out of bounds, again to deny a kill.
The suicide bombing is another story completely, in some matches this is the only way how airplanes are used. But even if you patrol air, you just won’t have enough time to sufficiently damage enemy bomber before he kills himself right after bombing.
Then goes part with planes and tanks, where for some reason, the last person who hits them gets a kill. Several times I’ve observed behavior where I’ve broken many different part on the tank using AT rifles, just for the tanker to then jump out and det pack his own tank. Or cases when someone steals your kill by just shooting a rifle at the plane or tank just before they blow up.
The rules set right now, lead to toxic behavior and poor sportsmanship.
There needs to be a change where attribution of the kill is done on a basis of inflicted damage and ignore the “suicide” part all together. The only way to get a “suicide” attribution on a vehicle or plane, should be by destroying them without any damage taken from an enemy.
If some people think that cycling suicide bombing is a valid tactic - it’s their choice to play slimy like that, but give me a point for killing them if I’ve tagged them.
Trouble here is, sometimes its easiler to just suicide when an aircraft is so heavily damaged that it can’t be controlled but is still airborne.
Otherwise its waiting painfully before you crash doing nothing.
Once all crew are outside a tank, it was auto explode when hit.
It prevents usable armor from littering the battlefield.
Thats how you can see people getting Kar98K kills on a tank.
Also, some aircraft are so poor to handle, like the SBM-2 bomber’ that any form of diving attack will result in an accidental suicide and its manoeuvrability is abysmal.
How is flying out of bounds, to be killed by a timer is relevant to suicide because your plane is hard to fly? If I damaged your plane, hard enough, and then you suicide from menu or by jumping out, I still get a plane kill. Flying out of bounds takes time and is done intentionally.
I’ve seen it in the logs and on other occasion, 2 times seen guy throwing det pack, it was the same *** who couldn’t handle his PZ IV being wrecked.
It’s not a dive bomber and it’s not about smashing it aground because someone can’t fly. But scoring 20 hit markers and pilot still just “suicide” instead of counting as kill. While on another occasion, a rifle hit would score as kill because it happened half a second before the crash. There is most likely a simple timer, set after each hit. If timer expires before plane is destroyed then it’s a suicide. Unless plane was severely damaged, then it can count even 15 minutes later. It’s all just wack.
This explains all the pings of small arm fire that often hit my tank. I’ve always wondered how there can be so many noobs who are trying to SMG tanks… now I know why it happens.
Because I have had it several times where I have been so bady damaged that I can’t control the direction easily but still try to fly the plane.
Maybe the person isn’t doing it intentionally, certainly the times I crash when trying to salvage my plane, i’m not doing it to ‘steal/deny’ the kill.
Never seen someone kill their own tank, I did try this in Training and it doesn’t seem to work there.
Its possible then that the crew abandoned the tank and killed one of your allies who had a grenade primed/ threw when downed as this will count as their grenade, but still does damage to tanks. (Confirmed Tunisia/ killed 6 with an enemy thrown grenade after downed)
It may not be, but on a game like enlisted , where targets are too hard to hit with a carpet bomber, then i’m going to try it regardless.
That’s not an excuse for having such mechanics in the first place. I don’t care why you fly out of bounds, the point is - it should count as kill.
Again. I don’t care about this details of who killed whom, whos grenade fell where. The tank is freaking dead, I’ve broken everything on it, except ammo, as it might never explode. There is no reason why kill should be counted to some last random small bit of damage.
But it is the final blow that is the most important, no?
A tank with that’s been battered but not disabled is still a viable threat, is it not?
So by your Logic, HMS King George and Rodney shouldn’t get credited for sinking the Bismark, the Fairey Swordfish pilot should because he disabled the ships steering gear?
Sorry. But the final blow should get the kill, just because you’ve done damage, doesn’t mean you’re entitled to the kill.
But it is?
Because you maybe have been responsible for causing the aircraft to become unstable, but if you don’t completely destroy it or kill the pilot, then it shouldn’t be credited to you?
So, you’re saying that if I just tap your plane with a bullet or two, and then leave you alone and you suicide, that I should get your kill, when I hadn’t actually injured the pilot?
Sounds like you just want easy kills.
An empty tank? Not really.
And this is not a rocket science you just share a point between those who dealt damage. For example, the tank doesn’t have total “hit points” like in BF, but each module of the tank still has hit points. Let’s say tank died with broken transmission (10 hp) destroyed by player A, broken track (5 hp) and ammunition hit (5 hp) destroyed by player B. Cook off of ammunition breaks some other module, like an engine (10 hp). So in total, HP taken away before destruction 10+5+5+10. The portion of score to player A is 0.33 and portion of the score to player B is 0.67. Then everyone have an incentive to deal damage to tanks, even if small one. Instead of rushing for being the one guy who finishes it.
The other variant is to give full point to the one who finished tanks but give proportional assist to everyone who dealt damage. This is not a new thing, other games do this for over a decade.
We are talking about game mechanics here, if you are not aware. But even then, in real life, its not rare that multiple people or crews are attributed to destroying a particular asset of the enemy.
An easy kill from kamikaze? Sure, why not. There is already very little punishment to just spawn-dive-bomb-crash to score some cheap kills.
I don’t know what you are even arguing about as it already kind of works like that - one can be flying for half a round and then die and someone still gets a kill for fighting him 15 minutes ago. The difference is in damage dealt and proportional damage, where “suicide” damage is just excluded.
Assist points are puny. The mechanic for many people contributing to a tank kill, or plane, isn’t great and is like something from 1998. There’s no reason they could not use a more elaborate calculation when various people are doing damage.
The plane suicide issue is atrocious. Suicide in a plane should take 20 seconds to activate, minimum. Or better, disable suicide fully while in vehicle. Increase the bail out timer further. I think that a bail out counts as vehicle kill which would actually make sense. Then implement parachutes and there’s actually a valid reason to try and survive, although the main issue is that in Enlisted it’s often beneficial to just die quickly. Out of bounds flying is still BS so that should just be kill credited, or forced to bail out.
For our pleasure, please disable in-vehicle suicide, implement parachutes and again, disable suicide and out of bounds damage while parachuting, too, so anyone who tries this tactic has to wait for a looooong time before hitting the ground.
Introduce my favorite suggestion here, can you vote a if you like it?
Using some spawn point system. We can have a tool to punlish those players who committed suicide unhistorical and wasted vehicles and reward players who cherish their vehicles
For the case about aircraft with heavily damaged, The redeploy point with refunding in the suggestion can well slove this problem. If we do have a spawn point system in the future