It's all about knowing Game Mechanics. Also I would think that killing faster requires skill or knowledge of game mechanics?
Yep... Knowing the mechanics, and then knowing the levels...
It's all about knowing Game Mechanics. Also I would think that killing faster requires skill or knowledge of game mechanics?
CQC is joke I agree 100%
here's why
By looking on the results who do you think played the best game with some skill involved ? (hint look at # of deaths)
http://i.imgur.com/VSOfQCf.jpg
Your argumentaion line is a joke
105%. The K/D in shooters is not an indicator for skill. When plaing BF e.g., I sometimes deliberately get killed or kill myself to get into a better position. Midiott
Your argumentaion line is a joke
105%. The K/D in shooters is not an indicator for skill. When plaing BF e.g., I sometimes deliberately get killed or kill myself to get into a better position. Midiott
Afraid I'd have to say he does has a point IMHO.
If you consider the results he showed:-6 Kills + 1 Assist - 6 Deaths = 650 points
5 Kills + 1 Assist - 0 Deaths = 550 points
ie: The second player managed to achieve basically the same as the first, and did so by not diying six times, yet was scored less? Someone could score even higher with:-6 Kills + 2 Assist - 99 Deaths = 700 points
hands away from controlls and let the enemy kill you = no skill involved
successfully escaping enemy behind your back = skill involved
The problem will be solved if
1. Respawns would take longer because now letting yourself be killed and respawned is faster than avoiding atatck
OR
2. Score penalty for each death I suggest -50 points
In DM you have to be aggressive or someone will snag the victory from you.
The skilled player will pick the right strategy for the mode.
TBH, after reaching a kill/death ratio of about 10, I sort of felt like I'd been there and done it all each time I play a game again, so I've stopped now.
I'd much rather see this sort of fighter combat included within the core game for a reason, where death means something. ie: Missions to go and protect capital ships or a platform using fighters etc. (Ideally in a wing with friends)
hands away from controlls and let the enemy kill you = no skill involved
successfully escaping enemy behind your back = skill involved
The problem will be solved if
1. Respawns would take longer because now letting yourself be killed and respawned is faster than avoiding atatck
OR
2. Score penalty for each death I suggest -50 points
CQC EXAMPLE: If I have someone on my tail and I'm about to die (most probably), I just let myself getting shot into pieces instead of trying to escape.
Did you notice the very sentence you cropped off in your quote from my comment?Where's the problem. Deaths do not count. As mentioned, sometimes, getting killed or deliberately killing yourself in a First Person Shooter is a valuable strategy. Why punish for that?
For me, I'd rather have a 5-0 (kill to death ratio) in a game than a (6-6)... The first shows some finess. The seconds shows a more brazen approach IMHO, especially when suiciding to better your own position ultimately improves an enemy's score... I gave the enemy no points (with 5-0). With 6-6, I'd give them 6 in my eagerness to "demonstrate my skill at tactical dying"A bad K/D does not mean that the player is not skillfull. I've seen players in BF4 with a low K/D that kicked my ass every round.
I highly believe it was never meant to be like this. That is why it is an issue. It is also, simply lame?
From a very early stage I thought the respawn times were too quick. So death is not penalised enough. The problem is though it then risks turning into mob rule. ie: In team Deathmatch one side loses 2 players, who then take sometime to respawn (ie: longer than now), sO then it's 4 vs 2...
Would be interesting to increase the respawn time a bit each time you die![]()
I highly believe it was never meant to be like this. That is why it is an issue. It is also, simply lame?
CQC is the only reason why I started playing E : D again. I stopped months ago.
In DM you have to be aggressive or someone will snag the victory from you.
The skilled player will pick the right strategy for the mode.
This is the normal gameplay for first person shooters, see Unreal Tournament, Quake, Halo, etc. Getting fragged is cheap in those games as it is in CQC (no rebuy cost) so the only thing getting drained is your ego (no offense) not your in-game wallet. Once you get past the ego thing the enjoyment can begin. The primary rule is: dying is no problem just try to make others die more often than you.