Interesting discussion. I kinda like this idea, getting the green light to retaliate under certain conditions, I can see it now... players chasing each other all over the map before the timer runs out lol.
What about this as an alternative/compromise?
A TK forgive system combined with your "traitor" / "trigger happy" tag possibly with appropriate icon change (char spraying wildly) for a time period. Team damage stats would appear on score board after meeting threshold so that victims can easily see whether their attacker has previous and make a more informed forgive/not forgive choice, as well as an incentive via embarrassing stat for the perpetrator to be more careful. This stat could also be used as the basis for a fairer vote kick and would only allow a vote kick to be initiated if the perpetrator met the minimum team damage.
Mine was terrible after update, the stuttering was on a whole new level so I tried clearing the config files which usually helps but not this time.
A reinstall was the only thing that put the game back to it's previous state.
I have had problems every time this game updates
Don't get me wrong, it's an interesting idea however IMHO the penalty needs to be a direct, easily understood experiential penalty rather than an abstract points penalty that someone may or may not care about.
I don't see that there can ever be a perfect solution and unlike many it seems, I don't have a problem generally with the current implementation, although I feel it could have further logic so as to recognise patterns of repetition or deliberate disregard rather than just mistakes.
I would also be concerned about adding too much more maybe complex logic processing, possibly client side in a game that already has performance issues.
3 friends join a coop server
2nd last obj friend 2 kills friend 1, friend 1 gets all his points.
Last obj friend 3 kills friend 1, friend 1 gets all his points.
Friend 1 now has 3x as many points as would normally get.
OK they say, that was a nice little earner, let's do that all over again...
Troll joins a server starts shooting team mates randomly in the legs, some get really pissed and retaliate, kill Troll, Troll gets his points. Troll thinks great that is a nice little earner, I'll do that again and again and again...
Troll joins server, jumps into every team thrown moly or incendiary, gets points...
Remove all the contents of your app data folder found in...
You will need to re-configure video settings again. It will keep your bindings and mouse sens settings though.
Did you try the steam forum help section, deleting the config files?
My FPS tanked after the update, from 140+ to 100+ with huge stuttering, and deleting the config files put my FPS back up and made the game much smoother.
Not sure why along with the update the devs do not delete or update these files if they cause so much of an issue.
Well obviously not 20 times, maybe 5-10 worse case. Just trying to make a point of how frustrating that game dynamic can be when trying to listen for footsteps or when you first enter an objective.
Hopefully it gets toned down a bit with the update.
What is your opinion? Do you think the call outs are fine as they are?
I agree, I get that the devs have a purpose for it for as mentioned (locating the enemy) and to create a frantic atmosphere but the call outs are just too often, too repetitive, and TOO LOUD. Can we at least have the ability to turn our radios down a bit?
Yes I know they are taking B, I can see it flashing and you have told me 20 times already!
I have lost count of the number of times I have died right at the exact moment of getting "I am taking B" screamed in my ear.
I have had issues with smoke. When the smoke is thick you are OK but when the smoke starts to clear the bots can see you earlier than you can see them even if you are not making noise or shooting. There have been many instances where I smoke between bots and myself and try to sneak by (or even just sit there), I can hear them beyond the smoke and they don't shoot but then the smoke starts to clear and I see the muzzle flash of them shooting at me and then 1-2 seconds later I see them.
Totally agree with the melee combat, so frustrating, especially as the AI is always working to engineer the timing of its approach either to meet you at the corner or get two or more lines of sight on you at the same instant or both. It's funny watching how they behave sometimes, if they are in front of you they sometimes will not push but will wait until another bot gets to a flanking position and then push in perfect sync to get one in front, one behind.
I feel also that not only can the bots see what you cannot in many instances but they can hear what you cannot also. The other in game noises, of which there are obviously many do not seem to affect their ability to hear exactly where you are if you sprint or shoot.
Agree on all your points.
Another incredibly frustrating issue that I feel needs worked on ASAP is the GRASS.
When the choice was removed in graphics settings whether or not to show grass I assume the devs forgot to factor this in to the bots visibility. It is responsible for so many of those death by BS moments, you are getting shot at but have no way to respond, you cannot shoot what you cannot see. Surely it is feasible to raise the bots level of vision around grass so they cannot see what you cannot?
Have you tried the new "keep textures in vram" setting along with pool size on low? I found it helped my frame consistency as well as allowing me to put textures on high without the associated slow down and stuttering. 8gb vram may be enough for that. I too still get the occasional 80fps drops though.
Is the "That Will Do" guy in focus interactive or NWI?
I may be wrong but it sure feels that way, maybe something else is going on, maybe different weapon textures are slowing things down. On my pc a 180° turn with pistol feels faster than with other weapons + attachments (no ADS). Let me know how you get on with your testing.