ik it's not gonna get in but i still think it's a neat concept to think about.

  • i had a stroke reading that

    Please can i get a clearer explanation?

    counts how many enemies killbind on top of you i think

    It's not about killbinds i believe. It's about players who shoot you and die from it, like a solider with low HP in close combat. I like the idea in general.

    W+M1 at a soldier/demo/pyro/engi/scout, they kill themself on you, you get a strange score. the term for "getting someone to kill (/blow themselves up) on you" is called a reverse kill. where you assist in their death by acting like a wall. [insert payday 2 dozer reference]

    this one idk why its so hated. ppl just be fuckin stupid at the best of times and hate words for being somewhere they ain't want em to be.

    So basically when you get kill credit but they died to self/environmental damage? Neat concept but will probably be skewed by killbinds

    not environmental damage.... that would be its own strange part.. just self damage. "will probably be skewed by killbinds" like you can't skew any other stat clock... strange farm servers exist for a reason.

    idk why this one is so hated. ppl just be fuckin stupid at the best of times and hate words for being somewhere they ain't want em to be.

    Oooh Like they kill themselves as finish off Like when you damage a soldiet and he accidentally blows himself up

  • i think it would be more concise if it simply said "tracks the amount of people who died from self damage while fighting with you". though unfortunately i'm not too sure that's something the game tracks at the moment

    it already does that in the kill feed. someone kills themself and you're the last one to do damage to them in the last 10 seconds you get accredited for the kill. just take that line of code and tack on "if death was caused by attackers blast radius." i already got 2 ppl saying it shouldn't be hard to encode.

    i don't think it would be very hard to make either, i just think its worth considering because its valve we're talking about. (assuming the idea is for these to perhaps be official.) any extra coding is just one little step where valve might say "nah, no thanks".

  • Basically when somebody deals blast damage to both you and themselves, killing themselves. You get +1 on this kill count.

  • I like it and I don't think it's that hard to code either(just check if the splash damage you took also killed the owner of said splash damage) too bad it will never get added :(

    no, its not hard at all... certainly easier than robots killed during Halloween..

    damn, pissed off some major robots killed during Halloween strange part fans. uh- good, your favorite strange part fucking sucks and it shouldn't've even existed in the first place.

    Robot spies under a full moon doesn't actually seem that hard. It's just on robot spy death check if full moon. Kills on you would have to be, "if player dies from damage source that also dealt damage to you." Or something like that.

    no but let me spell it out for you... you kill an enemy merc (1) in a niche gamemode (2) during halloween (3) that is THREE SEPERATE CHECKS the strange part has to do. just to add on a tick. the more requirements that are needed to be made make the strange part more and more niche.

    the defender kills part doesn't count because it's written by a moron.

    idk why this one is so hated. ppl just be fuckin stupid at the best of times and hate words for being somewhere they ain't want em to be.

    I'm 99% sure the game isn't checking stranges every tick. My guess is an event is fired every time you get a kill with a strange that checks the conditions. The check might not even activate if the conditions aren't right in the first place such as if its not Halloween, the game doesn't even make the check for the strange part. That would be a bit funky to code I'm sure but it would optimize it slightly.

    eh, depends.. obviously not all strange parts are checked every tick, that'd be a waste of ram and unnecessary.. but things like taunt appearance, fires survived, etc do check tick by tick during a kill cam or while on fire.

    and like- when i say add on a tick i mean add on a point.... not an in game tick... the stat clocks just go tick when you get a kill so i call it a tick like a clock.

    idk why this one is so hated. ppl just be fuckin stupid at the best of times and hate words for being somewhere they ain't want em to be.

  • I think a better name would be "Suicides Assisted". Would get the message across a little easier

    Yeah but Suicide is a very touchy topic. Calling it Suicides Assisted sounds really bad out of context. "I assisted 40 Suicides while wearing a Monk Haircut" sound's really bad.

    there's literally multiple achievements about getting someone to rage quit, multiple voice lines of cultural ignorance, mentions of (attempted) genocide, and an item that describes medic as a Nazi... i think assisted suicides is the least of tf2s 2007-internet-culture-isms

    yeah, if this was added 10 years ago then it would of gotten in without raising too much of an eyebrow

    yeah.. that's why I call it reverse kills.. that and because that's actually what it's called in gamer lingo. or atleast thats what it used to be called, i just looked it up rn and it now says "self-kill"

    well, i remembered a strat from my cod days where I'd basically run at someone (usually a friend in a private server but occasionally we'd play SnD or Cargo and get lucky) with an rpg, sending my body flying. that used to be called reverse kills. idk if it still is. but yknow how you have the cowgirl and reverse cowgirl? it's the same sorta thing but with killing instead. like this

  • So, what? Is this supposed to mean times you finish off an enemy by their own splash damage?

    yes. if the weapon can deal aoe dmg it can be counted towards the kill count. this also includes the wrap assassin funnily enough.

    Wait… The wrap assassin does aoe?

    oh ye... it's 0.95m, 3.12 ft, or 50 Hu, deals -70% less damage at max aoe radius, and can hit the scout from 4-13 damage. ik ik, extremely high numbers, I mean scout mains can't go without missing 1 health, imagine what they'd do if they have 4 health or god forbid 13 health. oh god, the riots in the street would like Tiananmen Square look like a picnic...

    Shizz… 11 years of playing tf2 and I never knew that… Then again I barely ever play scout.

    not to mention the blast radius is non-fucking existent... for reference the DHs blast radius if 44 Hu, which is the exact size of a working teleporter.. and its 6 hu smaller than the wrap assassin.