Most of the time when I get killed by friendly fire, I don't consider it my fault. Like, I'm walking into a tank spawning room by the only usable entrances, which are the ones that tanks roll out of. No tanks are visible. I'm at the forcefield, just outside the building. Suddenly, a tank appears and rolls towards me at high speed! I try to dodge to the side (I'm near it already), but can't move fast enough to get out of the way in time since I only have a fraction of a second before it reaches me. It's obviously not my fault since there was no tank there, and when it appeared I was unable to get out of the way in time, and therefore it must be the fault of the guy who spawned the tank instead.
Of course, it's not just a choice to apply blame between either the person who got run over and the person who did it, since (particularly in that case) we can instead apply blame to the map designer who made the only viable entrance to that building be through those forcefield doors, and to whoever coded the tank spawning routines to spawn the tanks in there and immediately have them roll out at high speed, uncontrollably, instakilling anyone they spawn on top of or touch on the way. If I were doing it, I wouldn't let people run through those forcefield doors, and I'd add additional doors to provide access to the terminals without going through the area where the tanks spawn, at the very least. I can understand why they are uncontrollably accelerated on start (so that you can't just sit there and block future vehicle spawning or cause friendly fire for spawngibbing your vehicle, if that is even possible), but it's still getting people killed and causing friendly fire warnings unnecessarily.
I think one of these two is probably the best solution to the tanks rolling over people uncontrollably, by reducing the likelihood of people being in front of the tank exits (after also adding new entrances for people, and making the current entrances impassable and closing them with doors except when vehicles are exiting): (a) Trenches around the building, with bridges leading to the entrances/exits, or (b) an elevated building with ramps leading to the entrances/exits and enough room for infantry to walk under the ramps.