Allied projectiles will go through Reinhardt's shield without difficulty. There is no friendly fire in Overwatch, but your own splash damage abilities can hurt yourself (Junkrat and Pharah most notably).
Also note that there are a couple of enemy projectiles that penetrate his shield, see this question for a complete list: Does Reinhardt's shield block all abilities?
The actual players can also pass through the shield without difficulty, both enemies and allies.
Nope, there's no button that will jump right to your hideout. The hideout follows the train tracks around the city, so you can typically look for the nearest track on the map and then follow the loop.
That said, when I played, I sometimes couldn't find the icon anywhere - I think there are bugs in the game that sometimes prevent it from showing up on the map.
This is probably one of my top 5 frustrations with the game, sadly.
No, they do not.
From the Disgaea wiki on Ally Kills:
Ally kills do not include:
In Disgaea 2 and later, throwing Prinnies or characters killed in the subsequent explosion
Throwing an enemy into the Base Panel
Making a tower of characters, ending the turn and killing a character with the inflicted damage (in Disgaea 1)
Killing a clone
Being killed in a Geo Chain
Being killed by poison , even if inflicted by an attack by the player
Season Lock fixes your League. You can not be promoted or demoted, but you still earn points within your Division. Bonus pool also stops accumulating for all players.
Your hidden matchmaking rating (MMR) is still adjusting unrestrained, though. If your MMR stabilizes within another League during Season Lock, you will be promoted/demoted immediately after the one qualification match in the next season.
Season Lock is intended to introduce "home stretch" feeling in the end of a season. Because bonus pool stops growing, players who played rarely can catch up on those who used up their bonus pool. League placement Feats of Strength are awarded at season end, so there is an added reason to inch a few places in the Division to gain, for example, a "Top 25" instead of "Top 50".
What I try to do ( in a short period of time so it doesn't always happen
Drop hellbats onto the largest concentration of drones/probes/scvs (save boost).
Select both hellbats.
Press 'H' for hold position (mainly against zerg, so the hellbats don't go chasing queens).
When the other player pulls all of his workers somewhere else, pick up your hellbats into the medivac, then BOOST over to where the workers are pooled now (this is why I recommend saving boost from step 1).
Repeat if you can, but it may be time to leave (either save everything or maybe just save medivac and get a few more kills with hellbats).
The medivac is the most important unit, and I recommend saving the medivac at all costs (I often sacrifice hellbats since they're cheaper than the medivac, and rally over some new hellbats to drop back in).
In the early game, well positioned hellbats with a medivas healing overhead can take on almost any unit in small numbers. Especially against zerg: look to position your hellbats amongst the minerals so the zerg cannot surround you. Against P and T, if the other play doesn't target down the medivac than you will be able to stay and fight for a couple extra seconds.
If you have good multitasking abilities: loading up another medivac and dropping the other player's natural while your first medivac and hellbats are still alive and harassing the main.
One last thing: While you're doing all of this terrific harassment, don't forget to macro up back home!! It is great to kill off 10 of the other player's workers, but if you haven't been building your own workers the whole time then you're not going to be as far ahead as you would like. macro macro macro!
Another note: IF you pull out of your opponents base after doing some damage (and you still have a hellbat or two), it is best to drop the hellbats from your medivac, so that they can be healed before you go back into your opponent's base. IF you simply pull your medivac away (with hellbats in it), they won't be brought back to full health, and won't be as effective when you go to drop them again.
Blizzard is releasing a patch which is reducing the Hellbat damage:
Attack damage decreased from 18 +12 vs. light to 18.
The Infernal Pre-Igniter upgrade increases attack damage from 18 to 18 +12 vs. light.
Not shooting does eventually fully heal, but as the game goes on stronger enemies spawn and deal much more damage to you.
So it doesn't matter if you do well in early stages of the game. the longer you survive the deadlier it becomes. This is because with a survival type game with no real end, it just scales in difficulty until its technically impossible.
No it is not.
He would have a huge economical advantage, as you send out your probe so early and You invest in 2 gas without using them. But a good opponent would immediate take his second gas once he sees the gas steal to prevent this.
This way you are stuck with a really bad economy, he still can tech to Stalkers, add 1-2 gates and push you with his first units. You will have lost more than 150 minerals with your strategy.
But even if you steal both gas he can add more gates and push you with pure Zealots. Depending on your micro you can kite those with Stalkers, but as everything is delayed you will have too few units to be efficient. He will have 4 Zealots while you have 1 Stalker. 2 Zealots attack your probes and 2 chase the Stalker. Even if you can defend your economy will be screwed.
During this time your opponent will have either expanded or killed your 2 gas in his base.
This is if you opponent can cope with the situation and knows how to react. Up to gold or platinum league you might throw off your opponent because he does not know how to react and win.