When one is betrayed, their death counts against them. This might seem like a non problem at first. “Well, yeah, you died.”
This is true, however the death was not a result of standard gameplay or a lack of skill on one’s part. Accidents aside, getting betrayed means a fellow teammate took up arms against you. This isn’t something that can be prevented, save by turning friendly fire off. We can try not to step in the path of friendly vehicles or the line of sight of friendlies. Still, jerks exist and when you take the power weapon they wanted, they might kill you for it. We don’t count betrayals as kills, so let’s no count getting betrayed as a death.
In summation, why negatively impact players’ K/Ds for something they have almost no control over?
I completely agree. The best solution would be to simply disable friendly fire. It’s a pointless frustrating feature.
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> I completely agree. The best solution would be to simply disable friendly fire. It’s a pointless frustrating feature.
Disabling friendly fire removes all risk of firing a rocket or throwing a grenade into a hallway where your team mates are. Halo 4 did it for Infinity gametypes and they went back on the decision for Arena in Halo 5.
Yeah it’s good in theory until you get people charging into fights, lobbing grenades or firing rockets with reckless abandon because they can’t be killed by their team. So they can just sit in the middle of their teams explosions without a care in the world.
I’m not necessarily for or against friendly fire. However, the easiest solution is to just not count getting betrayed as a death. Everyone benefits from that. Then we can talka bout disabling friendly fire if we must.
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si y al ganas unas armas te mata tu equipo por querer tenerla
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> si y al ganas unas armas te mata tu equipo por querer tenerla
Si wey no mames.