Friendly Fire

Yaluzan
3786
Admin Abuse
Posts
174
Location
Netherlands
Joined
18 November 2012
5 September 2013 - 09:57 CEST
#31
Yea i played some pugs with FF on, it isn't bad at all. Just aim properly and get your marine positioning right. Ok there were some teamkills on both sides but they only had about 10hp left at the end of a fight with no med support but that shouldn't matter.
Frozen
5408
Posts
80
Location
United States of America
Joined
24 April 2013
6 September 2013 - 11:03 CEST
#32
I'm all for friendly fire. See my post ;)

But to the above comment, I think the point of friendly fire is that killing your teammate who has 2% health left matters ALOT. Saving and rt then pistoling it yourself matters ALOT.

Allowing competitive players to be careless with their shooting has no advantage
Yaluzan
3786
Admin Abuse
Posts
174
Location
Netherlands
Joined
18 November 2012
6 September 2013 - 11:07 CEST
#33
Yea the div 1 players will probably be able to live with it because of how good their aim is, while i think some of the lower div players will have to be carefull when shooting a skulk on a RT, oraa skulk jumping around his teammate.
Bonkers
Noavatar
Team Work & Tactics
Posts
90
Location
United Kingdom of Great Britain and Northern Ireland
Joined
28 December 2012
6 September 2013 - 11:40 CEST
#34
We had Ray merc for us last night and User210 managed to TK Ray as when he was Onos.

Much hilarity ensued
Sam
Noavatar
one brit too many
Posts
90
Location
London, United Kingdom of Great Britain and Northern Ireland
Joined
13 February 2013
6 September 2013 - 14:53 CEST
#35
Haha awesome, wish I was watching.
ray
Noavatar
Posts
14
Location
France
Joined
17 May 2005
6 September 2013 - 15:48 CEST
#36
I will have my revenge... !

But seriously, I've played only a single round with friendly fire, and it's awesome. Just thinking about the impact it has on the game, is great. It gives more importance on aiming correctly, positioning as alien, being more aware of your teammates in the room, etc...

For example, something that is ridiculous on ns2 : 2 skulks can hide behind a rt and bite it at the same time while a marine can't even kill one... GEH
RedDog
4746
Posts
78
Location
Las Vegas, United States of America
Joined
8 February 2013
6 September 2013 - 18:31 CEST
#37
I just got caught up with this thread. All I have to say if this gets implemented for S3 is that this will definitely be interesting in terms of gameplay dynamics. It will go one of two ways: either entirely awesome or severely shitty; there is no in-between in my opinion.

Bring on the TKs!
RioS
13
Posts
12
Location
Toulouse, France
Joined
6 May 2005
7 September 2013 - 07:34 CEST
#38
Ahah @RedDog more fun to stream now. You gonna see some awesome TKs. In NS1 in a comp game I save a onos from death with my lerk and land 1 bite on him after killing the last marine chasing him and he died ! Best TK ever :)
Flaterectomy
2940
Modder
ns2_caged - SwS
Posts
39
Location
Netherlands
Joined
15 September 2012
8 September 2013 - 11:47 CEST
#39
I actually recorded that moment where User accidentally got Ray (sorry Ray xD). The battle starts at this point:

http://www.youtube.com/watch?v=tq7cjcUbl40&feature=player_detailpage#t=1234
Argosh
2423
RadicaL
Posts
59
Location
Munich, Germany
Joined
13 January 2012
8 September 2013 - 15:31 CEST
#40
The link didnt work for me so I 'had to' watch the whole thing.(gg fun watch)

Hilarity starts at around the 20th minute mark. The season will have a hard time to beat that!
Neoken
5295
Div2orDisband
Posts
46
Location
Bruges, Belgium
Joined
6 April 2013
9 September 2013 - 16:01 CEST
#41
Had my doubts about it, but I must say I enjoyed playing with ff yesterday.

Although, I'm thinking mines shouldn't do ff damage. Placing them on phasegates for defense, only to see them blow up your own teammate is, while amusing, kinda problematic imo. It sort of nerfs mines in general, and they're already costly enough as is.
sewlek
Noavatar
Posts
1
Location
Earth
Joined
12 September 2013
12 September 2013 - 16:43 CEST
#42
i wish i would have found out earlier that you are going to use friendly fire. its at the moment not fully functional (all grenades ignore friendly players). I assume the only weapons/abilities excluded from friendly fire would be: bilebomb, bombard, gas grenade and spores? (ofc also welders and healspray)
Syknik
2026
Skill Issue
Posts
57
Location
Canada
Joined
27 December 2009
12 September 2013 - 22:44 CEST
#43
That sounds about right, sewlek.
king_yo
Noavatar
Posts
70
Location
France
Joined
28 September 2005
13 September 2013 - 14:21 CEST
#44
Spike is a pain in the ass really, especially with the spread there is on it. Also flamethrower but it's less used.
Sam
Noavatar
one brit too many
Posts
90
Location
London, United Kingdom of Great Britain and Northern Ireland
Joined
13 February 2013
13 September 2013 - 15:34 CEST
#45
Arcs also do friendly fire to Marine structures. Not sure if that's intended. Guess it makes sense though.
Cognito
Noavatar
Team Work & Tactics
Posts
37
Location
Afghanistan
Joined
1 March 2013
17 September 2013 - 18:32 CEST
#46
Considering the Div 2 "metagame" at the moment is essentially PvE using a ridiculous amount of whips, removing friendly fire from arcs would be extremely helpful in dealing with this rather boring and frustrating strategy.
For example:
http://www.twitch.tv/ns2soz/b/462500677
Ben
Noavatar
SUPERDUPONT
Posts
18
Location
France
Joined
22 March 2013
17 September 2013 - 19:23 CEST
#47
Don't be stupid, just destroy the cyst. And they can't use whips
Cognito
Noavatar
Team Work & Tactics
Posts
37
Location
Afghanistan
Joined
1 March 2013
17 September 2013 - 19:54 CEST
#48
Yes Ben I know how whips work and have received quite a few lessons recently even if I had not previously been aware. The point was more that a potential strategy has a significant and in my opinion unwarranted draw back and the sort-of alien equivalent (whip bombard) does not damage alien structures.

Previously arcs damaging friendly structures was kind of an irrelevant quirk that looked more like an oversight on Dragon's part considering they would typically be used away from Marine structures. I think it is reasonably fair that a Marine com should be able to dedicate that res to try and deal with these kind of attacks without having someone weld everything up afterwards.
Smaragor
Noavatar
Posts
28
Location
Germany
Joined
12 April 2013
18 September 2013 - 00:34 CEST
#49
isnt the main difference that arcs can shoot through walls? so if the whips go crazy shooting against walls and such u want all buildings around that wall to get damaged?
New Reply