Take out friendly fire. Why the hell is it even in the game to begin with? What purpose does it serve?
Its fun!
Seriously I don’t like team killers but its so rare(for me at least) that I don’t mind it, and sometimes its funny to splatter someone by “mistake”.
There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> 2533274808316762;3:
> There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
>
> If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
Not to be a smartass, but I’m genuinely curious to hear the pros to friendly fire. I can’t possibly think of a single one.
> 2533274808316762;3:
> There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
>
> If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
The kick options is given when you team kill enough, its not instant, and ill be honest, I’ve been kicked for team killing because I made a bad turn and boost with a ghost and took out a few team members. I also believe it comes up easier the more team kills you have on your record in the pass few games.
I like friendly fire because it adds to the idea that you need to be aware of your surroundings and where you aim, don’t grenade spam a base your team is in the process of capturing just to kill 1 enemy.
Without it, I would just spend my time sticking teammates and having them charge into a base with a sword, WIN/WIN
It’s supposed to make you think about your actions, think about that grenade before you throw it. Friendly fire needs to stay in this game, it’s not going anywhere.
> 2533274951932167;4:
> > 2533274808316762;3:
> > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> >
> > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
>
>
> Not to be a smartass, but I’m genuinely curious to hear the pros to friendly fire. I can’t possibly think of a single one.
I think it brings a realistic feel to the game. It shows that your rounds affect anything that it comes it contact with, whether it be people, vehicles or your surrounding environment. It makes you think of your actions.
> 2533274951932167;4:
> > 2533274808316762;3:
> > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> >
> > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
>
>
> Not to be a smartass, but I’m genuinely curious to hear the pros to friendly fire. I can’t possibly think of a single one.
- Makes it more realistic
- Can make it more fun
- makes you more cautious and not as reckless.
Those are just a few off the top of my head.
Edit: 4) less grenade spam in fear of hitting your teammates
> 2533274951932167;1:
> Take out friendly fire. Why the hell is it even in the game to begin with? What purpose does it serve?
So you can see the true character of a person.
I don’t think the pros outweigh the cons but I see it as a tactical crutch.
Say Player A has rockets. He sees Player B and Player C battling. Player A and B are on the same team and Player B and C are within melee range.
Player A can easily wipe out Player C with the rockets, however if friendly fire was on, it would kill Player B as well which would give the enemy team another point (if playing slayer) which the outcome is the same as a trade kill.
In a way, it’s a way to prevent certain “abuses” with power weapons and forces you to care about your teammates more.
> 2533274823820931;5:
> > 2533274808316762;3:
> > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> >
> > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
>
>
> I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
But what if I just wanted to troll and don’t care about my KD? Now I can screw our team out of 2 points for the price of one.
I strongly disagree with this reflective damage idea. Accidents happen, and losing a teammate and a point is already punishment enough when I’m a bit careless with a grenade (or more often than not, when my teammates insist on bum rushing a room that I’ve thrown a grenade into to steal the kill, or stepping in front of my sniper scope, etc. etc…) To lose twice the points and leave half the team waiting for respawn due to a mistake is a terrible idea in my opinion. Not to mention how often one mistakenly pings teammates, even if not killing them. I don’t want to be losing extra shields because a few of my AR bullets strayed off target and hit a friendly I wasn’t aiming for.
Because… We don’t need a team using Grenade Spam through a door, then we have their teammate walk through the door unscathed with the ridiculously ranged shotgun
> 2533274802029738;12:
> > 2533274823820931;5:
> > > 2533274808316762;3:
> > > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> > >
> > > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> >
> >
> > I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
>
>
> But what if I just wanted to troll and don’t care about my KD? Now I can screw our team out of 2 points for the price of one.
> I strongly disagree with this reflective damage idea. Accidents happen, and losing a teammate and a point is already punishment enough when I’m a bit careless with a grenade (or more often than not, when my teammates insist on bum rushing a room that I’ve thrown a grenade into to steal the kill, or stepping in front of my sniper scope, etc. etc…) To lose twice the points and leave half the team waiting for respawn due to a mistake is a terrible idea in my opinion. Not to mention how often one mistakenly pings teammates, even if not killing them. I don’t want to be losing extra shields because a few of my AR bullets strayed off target and hit a friendly I wasn’t aiming for.
I agree! I have had team mates walk into my nades or gun fire before. I have also accidentally shot a friend panicking trying to kill the guy assassinating them. My bf has accidentally stuck me twice because he wasn’t expecting the enemy and not me or because he was trying to aim it past me to save me and failed. He has accidentally sniped me before shooting someone that was jumping in front of me. Accidents happen.
> 2533274802029738;12:
> > 2533274823820931;5:
> > > 2533274808316762;3:
> > > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> > >
> > > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> >
> >
> > I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
>
>
> But what if I just wanted to troll and don’t care about my KD? Now I can screw our team out of 2 points for the price of one.
> I strongly disagree with this reflective damage idea. Accidents happen, and losing a teammate and a point is already punishment enough when I’m a bit careless with a grenade (or more often than not, when my teammates insist on bum rushing a room that I’ve thrown a grenade into to steal the kill, or stepping in front of my sniper scope, etc. etc…) To lose twice the points and leave half the team waiting for respawn due to a mistake is a terrible idea in my opinion. Not to mention how often one mistakenly pings teammates, even if not killing them. I don’t want to be losing extra shields because a few of my AR bullets strayed off target and hit a friendly I wasn’t aiming for.
That’s why situation awareness and communication is important. If you are aware of what you are shooting at and have active communication with your teammates there wouldn’t be a significant amount of “stray” rounds or grenades. I like this reflective idea especially when it comes to the type of gamers that betray teammates in order to recover teammates power weapons.
> 2533274869239954;14:
> > 2533274802029738;12:
> > > 2533274823820931;5:
> > > > 2533274808316762;3:
> > > > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> > > >
> > > > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> > >
> > >
> > > I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
> >
> >
> > But what if I just wanted to troll and don’t care about my KD? Now I can screw our team out of 2 points for the price of one.
> > I strongly disagree with this reflective damage idea. Accidents happen, and losing a teammate and a point is already punishment enough when I’m a bit careless with a grenade (or more often than not, when my teammates insist on bum rushing a room that I’ve thrown a grenade into to steal the kill, or stepping in front of my sniper scope, etc. etc…) To lose twice the points and leave half the team waiting for respawn due to a mistake is a terrible idea in my opinion. Not to mention how often one mistakenly pings teammates, even if not killing them. I don’t want to be losing extra shields because a few of my AR bullets strayed off target and hit a friendly I wasn’t aiming for.
>
>
> I agree! I have had team mates walk into my nades or gun fire before. I have also accidentally shot a friend panicking trying to kill the guy assassinating them. My bf has accidentally stuck me twice because he wasn’t expecting the enemy and not me or because he was trying to aim it past me to save me and failed. He has accidentally sniped me before shooting someone that was jumping in front of me. Accidents happen.
I know this is a game but its a first person shooter war simulation and in war “accidents happen” is not a valid excuse.
> 2533274951932167;1:
> Take out friendly fire. Why the hell is it even in the game to begin with? What purpose does it serve?
My only issue with team-fire are teammates running me over in vehicles, but that’s always been an issue in Halo.
> 2533274823820931;8:
> > 2533274951932167;4:
> > > 2533274808316762;3:
> > > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> > >
> > > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> >
> >
> > Not to be a smartass, but I’m genuinely curious to hear the pros to friendly fire. I can’t possibly think of a single one.
>
>
> I think it brings a realistic feel to the game. It shows that your rounds affect anything that it comes it contact with, whether it be people, vehicles or your surrounding environment. It makes you think of your actions.
lol battlefield feels realistic in 3 n 4 and the average servers i play on dont have FF. and if you look at it the servers without FF are alot more popular. most popular competitive shooters dont even have FF in them for the masses to play unless you play a select game type which most dont play. most people dont want FF and it still can be more “realistic”, which btw is a terrible thing to say in a SCIFI game, and still have competitiveness and skill to play. I mean to all those that say BF3 isn’t more realistic without FF, you try shooting someone miles out with a headshot. Good luck with that drop.
Truth is it does more harm than good. more people use that feature to TK all the time but its prevalent more because it’s more rewarding. you only TK’d for PW when the person who got it was -Yoink- and your team needed to win or you just simply wanted to be a -Yoink-. But now people do it more because “i need that SNPKr for commendations for XP and Req packs so either let me have it or if you pick it up, i’ll kill you. Deal?” well they dont actually say it like that but when all know most TKs are done for this reason. it was so common in Halo Reach too but its worse now. Halo 4 didnt have the problem of it because FF was turned off.
> 2533274823820931;16:
> > 2533274869239954;14:
> > > 2533274802029738;12:
> > > > 2533274823820931;5:
> > > > > 2533274808316762;3:
> > > > > There are SOME arguments for keeping friendly fire. But they don’t outweigh the arguments against it. Like most issues, there’s pros and cons on both sides. The BEST solution I know of that completely addresses BOTH sides is “Reflective Damage”. That is, any damage you do to a teammate get’s applied to you.
> > > > >
> > > > > If you really think about the pros and cons to both sides of the argument, this approach of reflective damages satisfies both sides. The worst possible scenario is that you accidentally kill yourself now and then. But you can’t be harassed by bad teammates if you don’t want to deal with them and nobody can kill you for your sniper.
> > > >
> > > >
> > > > I fully support this reflective damage idea. If the player has the nerve to betray their teammates they should automatically commit suicide in turn affecting their KDA. With this implementation I think a player will think twice before betraying their teammates.
> > >
> > >
> > > But what if I just wanted to troll and don’t care about my KD? Now I can screw our team out of 2 points for the price of one.
> > > I strongly disagree with this reflective damage idea. Accidents happen, and losing a teammate and a point is already punishment enough when I’m a bit careless with a grenade (or more often than not, when my teammates insist on bum rushing a room that I’ve thrown a grenade into to steal the kill, or stepping in front of my sniper scope, etc. etc…) To lose twice the points and leave half the team waiting for respawn due to a mistake is a terrible idea in my opinion. Not to mention how often one mistakenly pings teammates, even if not killing them. I don’t want to be losing extra shields because a few of my AR bullets strayed off target and hit a friendly I wasn’t aiming for.
> >
> >
> > I agree! I have had team mates walk into my nades or gun fire before. I have also accidentally shot a friend panicking trying to kill the guy assassinating them. My bf has accidentally stuck me twice because he wasn’t expecting the enemy and not me or because he was trying to aim it past me to save me and failed. He has accidentally sniped me before shooting someone that was jumping in front of me. Accidents happen.
>
>
> I know this is a game but its a first person shooter war simulation and in war “accidents happen” is not a valid excuse.
I know this is a first person shooter war simulator, but it’s a game, and in games “accidents happen” is a valid excuse.
It ads a bit more skill. Otherwise I would be throwing grenades and rockets like no ones business