Hey gents,
First of all thank you all for taking the time to answer, and also to extend the thread; this is far more than I expected. :-) But the Muppet servers seem to have become a living room for many folks from all around the world, and not everyone wears a TM tag. To prevent unnessecary confusion and frustration, it’s probably good to discuss, refresh, clarify and document this topic from time to time, since there still seem to be a few gray areas, or, as @Sebast1an imho summarised it well: responses show a mixed opinion so I guess it's up to whoever is online at the time.
@MrMuppet
No worries and no need to excuse, I don’t need to have a last word on things. It was more a suggestion to keep in mind maybe for future posts & critics especially from new people in the forum, and how these are being handled.
@divine_one & @Ctrz
I get the argument. Yet it appears a bit artificial/auxiliary, given that light weapons might also do damage to multiple players simultaneously, even if you are capable of shooting with a m00f‘ish headshot accurary. But ok, a nade inflicts area damage, and the likelihood that it impacts more players is probably higher. Not 100% sound, but got it.
@divine_one
Absolutely understand, and in general I haven’t experienced nothing else, which is also why I loved to play.
Didn’t know about freeze and gib. But explains why I have seen a player exactly asking that. :-D If things go out of control, which has been mentioned in another thread as something to occur often, maybe pause the game? That might be annoying to to larger part, if it happen often, but this certrainly catches attention from everyone and offers an opportunity to clarify things.
@Ctrz
Just to make sure: Capturable includes destroyable? Think of Braundorf: 2nd allies spawn in map phase 2, which can be satcheled, but afaik not build by Axis. Similarely, the near-bridge spawn on Goldrush. As an axis player, I could nade and block the spawn exit, and it would not be considered SK? (I’m not skilled enough to do so, and it feels unfair, anyway, but just for clarity :-D )
Yes, this is a good heuristic. However, it fails sometimes – e.g. if leaves unclear where the first Allied spawn on Goldrush ends.
Understood. However, allowing to just return fire, is imho effectively a death penalty to the passing player, given the pace oft he game, and the criticalness to be the one shooting first in a 1on1 situation. Furthermore, I would not be able to pass the lower bunker entry on Beach, because up the stairs is an Axis spawn, which then has an unfair advantage. In practice this rule will be hard to prove and enforce anyway, I think. But maybe that’s the reason why it isn’t really enforced, is it?
I wasn’t aware of map specific rules either. Very good to know. They all make sense to me, because I remember how annoying e.g. the mortar on Oasis can be. Artillery and mortar on the Caen exit are similarely annoying, and it’s difficult to get out on the other three exists (window + the two narrow corridors, where players stack up behind each other). (I mixed up Caen and Venice; are there rules for Venice, too?)
I thought I knew the basic set of rules. ;-) My point was mainly the gray areas, of which now a few have been uncovered and clarified, as well as presumably arbitrary decision: Admin A handles things different compared to Admin B.
In the end, any rules probably will never be perfect for everyone and be able to cover all situations. So with a wink, and in the veins of Monty Python, I add that if two opposing spawn mortars kill each other about simultanously on Goldrush, admins kicks themselves. ;-)
Thanks again and have a great weekend,
Oldman