...pay in mind that almost 50% of the people you team wound will report you even if it was an accident...Oddly enough, EU seems to hit that "m" button far less in my experience.
Learn to jump.
We both know you're doing it on purpose :wink:
Learn to jump.
We both know you're doing it on purpose :wink:
Bump deals a shitload of damage (and I'm a fucking cav), my archer alt gets teambumped at spawn by some retard on a heavy horse who decides he's more important than everyone else and takes off 25-50% of my health.
Horse jumping does not work when there is more than 3 team mates around, and people will report you for like 0.1 % damage for good reason
They should adopt the Planetside system. This was an excellent anti-teamwound system.This actually sounds like a really awesome idea. Make the points based on actual HITS FOR DAMAGE, as well as the damage value, though. Keep the current system, too, so you can speed up the process if somebody is obviously intentionally team wounding.
It goes a little something like this --
Every time you wound someone, you gain "TW points". Call them whatever you like.
...
So it's okay to hit someone now and then. If you go apeshit on someone you'll get locked down real quick.
TW points wear off slowly over time, online or offline.
TW points persist from map to map and character to character.
Past a certain TW value, you are banned until your TW value goes below some value. e.g., 500 points = ban, 250 points = let back in.
My suggestion would be something like:Another good idea, slap in "Counts persist after map change," slow down how quickly you lose the counts and I'm sold.
- Kick after 4 Teamhits
- After 30 seconds of not teamhitting it should be -1 (or maybe 45 seconds, whatever devs wish)
- After again 30 seconds another -1, until you are at 0 again
- Change it into a five-minute-ban instead of a kick. Many people just don't care. They hit around blindly, especially on siege and when they get kicked they immediately rejoin and do the same over and over again.
Bump deals a shitload of damage (and I'm a fucking cav), my archer alt gets teambumped at spawn by some retard on a heavy horse who decides he's more important than everyone else and takes off 25-50% of my health.Yeah, does the game track.. what would that be... about 0.07 dmg??
it's NOTHING like 0.1%.
On topic post: I believe five is a good amount, but TBH every team wounder on an x stops at 4/5 anyway.
as a cav, i am really against this.
even when I am careful and go around people, sometimes they still suddenly go in the wrong direction and exactly under my horse.
As an Admin, I say yes. Right now a few are using it as their "allocated" number of team wounds and feel they must use them all :rolleyes: I have been tempted a few times to remove someone myself as soon as I see a 4/5.
Now that I've been Admining on Siege, I've modified my opinion.
5/5 is good for Siege. Don't change it there.
3/3 is good for Battle. Battle does need its threshold for kick lowered.
Now that I've been Admining on Siege, I've modified my opinion.
5/5 is good for Siege. Don't change it there.
3/3 is good for Battle. Battle does need its threshold for kick lowered.
Now that I've been Admining on Siege, I've modified my opinion.
5/5 is good for Siege. Don't change it there.
3/3 is good for Battle. Battle does need its threshold for kick lowered.
i'd keep it as it is, but i could imagine you'd get a reflected hit if your mate u hit presses M.
Bad idea.
Sometimes it happens that someone accidentally hits a teammate. Most guys are pricks and press m, especially on siege. Now imagine you are fighting someone, accidentally hit a teammate and the moment you want to block your enemies swing he presses m -> you get that refelcted hit and the enemy kills you.
Would also be abused quite much I suppose, people watching you and waiting for you to block a hit and then pressing m on purpose :/