That’s not a similar or good example, since weapon balance is great in BF1 and weapon balance doesn’t rely on strict fairness or direct equality. Scout rifles doing 60 up close is no different than LMGs doing low damage per round or assault having early damage drop off or medics having random deviation on rifles very similar to scouts that don’t. It’s balance. Scouts are good farther away. If they were good close up too everyone would play scout. There are a lot of moves away from reality in the name of balance.
Kill trading is nothing to do with balance. It’s the same for everyone no matter the situation. Two people have made a killing shot (or hit or grenade throw or whatever) while they were both alive. Skilled shot, lucky shot, ranged, CQC, doesn’t matter - the kill is done. Before the fix, bullets, grenades, whatever just disappeared into thin air and people were denied a kill they had rightfully achieved. It was extremely frustrating. Now they do not.
It’s a tactical and fairness improvement that favours no one and benefits all (except those that cannot adjust to anything other than established competitive-style gunplay).
Who could not be happy with this solution? It is basically the old behavior for those who want it (or at least they will not be able to tell the difference) and the new behavior for those who prefer a bit more deterministic behavior. But I was joking of course ;).
In 5 rounds of Domination and half a round of Conquest the other night, I had no more than 5 kill trades. So it really wasn’t bad in the smaller game modes either. Although since you do tend to kill more enemies per minute in the smaller game modes, you will likely experience them a little more frequently than in the larger game modes just because there are more opportunities for it to happen. I play on PC and generally have a pretty consistent ping of 16-18ms on US East servers. I was mostly playing as a scout with the Martini-Henry that night. I’d assume kill trading is more frequent with automatic weapons though.
They don’t have to test it. It’s silly. Why shouldn’t melee trade kills happen? If anything they are more realistic. The time for a stab or bash to kill you is going to be greater than a bullet most times.
i understand there’s no ‘flight time’ for a club, so strictly, yes, trade kills are about bullets in flight and melee trade kills shouldn’t happen, but IMHO it’s fine that they do.
The unskillful ones, are the guys getting their butt filled with lead and happen to get off a luck shot that kills the guy shooting them first( cough,cough, shotgun,cough,cough)
Now you get to die too since that stream of bullets heading at you from the guy you just killed don’t vanish.
it’s got nothing to do with luck, it being fair to both parties involved.
I traded kills with a guy the other night: He killed me with a 1903 Sniper and I killed him with a club. I was laughing so hard I didn’t notice when I got revived.
They absolutely should happen because like you said, melee kill shot would take longer to incapacitate the enemy thereby giving them ample response time to retaliate as well. The only reason they’re nerfing it is for the people that are whining it happens too much…
Bullets should not disappear once someone dies, I don’t care how annoying kill trades are, it is more realistic, I have cried about so much about the spring update but I can’t possibly cry about this.
I was stating mathematically that kill trades should happen. But I was also trying to highlight that “perceived skill” is a byproduct of those 4 variables.
e.g.
Client A - Timeline firing sequence - 150ms latency, Hellriegel
s1 fired at 0.00ms: hits at 15.78ms, Server Registers hit at 91.78ms, sent to client B (10ms), Client B receives damage/hit data at 101.78ms
s2 fired at 92.3ms: hits at 108.08ms, Server Registers hit at 184.78ms, sent to client B (10ms), Client B receives damage/hit data at 194.78ms
s3 fired at 184.6ms: hits at 203.38ms, Server Registers hit at 279.38ms, sent to client B (10ms), Client B receives damage/hit data at 289.38ms
s4 fired at 276.9ms: hits at 292.68ms, Server Registers hit at 368.68ms, sent to client B (10ms), Client B receives damage/hit data at 378.68ms
s5 fired at 369.2ms: hits at 384.98ms, Server Registers hit at 460.98ms, sent to client B (10ms), Client B receives damage/hit data at 470.98ms
Client B - Timeline firing sequence - 20ms latency, Automatico
s1 fired at 101.78ms: hits at 117.56ms, Server Registers hit at 128.56ms, sent to client A (75ms), Client A receives damage/hit data at 203.56ms
s2 fired at 168.44ms: hits at 184.22ms, Server Registers hit at 195.22ms, sent to client A (75ms), Client A receives damage/hit data at 270.22ms
s3 fired at 235.1ms: hits at 250.88ms, Server Registers hit at 261.88ms, sent to client A (75ms), Client A receives damage/hit data at 336.88ms
s4 fired at 301.76ms: hits at 317.54ms, Server Registers hit at 328.54ms, sent to client A (75ms), Client A receives damage/hit data at 403.54ms
s5 fired at 368.42.ms: hits at 384.2ms, Server Registers hit at 395.2ms, sent to client A (75ms), Client A receives damage/hit data at 470.2ms
Client A shoots First and Dies at 395.2ms. This is due to Client B’s higher ROF and lower latency. Client B still dies at 460.98ms (kill trade).
Even if you remove latency all together. 0ms, no packet sends as IRL. You’d use the “hit times”.
Client B’s kill shot hits at 384.2ms. Client A’s kill shot hits at 384.98ms. Client A’s shot counts because it was in air before death occurred.
edit …
For Mortal Wound friendly fire would need to be on, no aim control, recoil would take over. headshot deaths and additional hits nullify trigger hold.