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Just What Is A "good" Kdr?
#121
Posted 09 April 2013 - 02:02 AM
#122
Posted 09 April 2013 - 02:20 AM
-My average k/d is 2.83.
-The k/d of my Atlas DDC which i'm always using if i'm playing with atleast 1 of my buddies is 6.90. (I'm playing alone most of the time, hence the impact on my average k/d isn't huge)
Even 1 buddy to cover each other and (especially) sharing information makes a HUGE different on the battlefield. Using voicecom gives you such an incredible advantage over pugs.
If i would only play with 1-3 friends, my average k/d would probably be somewere around 6 or even higher.
Would this make me an incredibly good player? Nope.
My skill is not affected by the fact of how many guys i'm playing with. Still, my k/d skyrockets as soon as i have a friend on voicecom.
Edited by meteorol, 09 April 2013 - 02:20 AM.
#123
Posted 09 April 2013 - 02:42 AM
K/d ratio's don't mean much if you don' t take a million other factors into account. I can savely claim that i lose 1out of 3 because of a bug or crash, then i play mwo at various levels of intoxication (which may or may not help) add to that that i mosly play mediums and don' t stay long with a chassis as soon as it is mastered.
So yeah, forget about the stats
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#124
Posted 09 April 2013 - 02:53 AM
Chavette, on 08 April 2013 - 11:15 PM, said:
yeah i don not understand that either. whatever makes your team win should be allowed. every bit counts.
#125
Posted 09 April 2013 - 02:54 AM
Red Line Pilot, on 09 April 2013 - 02:42 AM, said:
K/d ratio's don't mean much if you don' t take a million other factors into account. I can savely claim that i lose 1out of 3 because of a bug or crash, then i play mwo at various levels of intoxication (which may or may not help) add to that that i mosly play mediums and don' t stay long with a chassis as soon as it is mastered.
So yeah, forget about the stats
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intoxication FTMFW!
#126
Posted 09 April 2013 - 02:56 AM
Lonewolfing in PUGs, anything above 1 means you contribute.
4 man drops anything under 2 is a bit embarassing.
8 man drops it depends on your role. The Atlas DDC should score highly, same as the snipers and brawlers. The scout mechs duty is recon and map control, any kills are a bonus.
Edited by Slanski, 09 April 2013 - 02:58 AM.
#127
Posted 09 April 2013 - 03:01 AM
7kills 1 asst. with 492 dam and a 6 kill 1 asst with i think 512 dam.
#128
Posted 09 April 2013 - 03:46 AM
Naja, on 09 April 2013 - 12:20 AM, said:
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Pretty sure this is the bare minimum to be considered average...
You mean bare minimum photoshop skills right? and yes you did miss the comma, but the text is so clean you tell it isn't a normal screenshot as well. Next time save to web with a jpeg quality around 40%, lol.
#129
Posted 09 April 2013 - 03:47 AM
Edited by Tetsuo2k, 09 April 2013 - 03:48 AM.
#130
Posted 09 April 2013 - 03:48 AM
So imho no matter what your K/D is id say as long as you get job done (and that is not always "win" - it is doing what you was asked to in team for example) your k/d is OK.
#131
Posted 09 April 2013 - 04:05 AM
#132
Posted 09 April 2013 - 04:09 AM
But if you are one of those guys that doesn't grind up bad variants to master others, or if you always play super serious, and have managed to avoid a lot of the serious bugs early on, then I can easily see 2-6 KDR for those types of ppl.
#133
Posted 09 April 2013 - 04:12 AM
#134
Posted 09 April 2013 - 04:20 AM
StandingCow, on 08 April 2013 - 11:15 PM, said:
That isn't a bad thing though, it means you out-thought/out-maneuvered your enemy, so you deserve the win.
I agree, I will cap when it makes sense to do so because I want the win most. I do like increasing the K/D ration of course but not at the cost of a win. I still prefer winning by killing all 8 enemy mechs when possible though.
Iceash, on 08 April 2013 - 11:50 PM, said:
Even average damage per match is misleading. If I play a light and focus my fire on the rear CT of a mech and get the kill I will have lower damage than if I just spray damage all over the enemy mech. Snipers also tend to have low total damage if they go for headshots.
#135
Posted 09 April 2013 - 04:25 AM
Since they put per mech stats in place, I have been using them to see which builds seem to be working for me. I also like to look at the rate of change for each stat from patch to patch. So far, I've been slowly improving, but my performance solo is far below where I was when I grouped with the same bunch of guys every night. For the current patch, I'm sitting at +0.041 kills/match and -0.012 deaths per match, which translates to +0.09 k/d and +0.007 w/l.
#136
Posted 09 April 2013 - 04:54 AM
Roadbuster, on 08 April 2013 - 10:44 PM, said:
If your K/D ratio is 3+ you either play in a group more often or run a cheese build.
If you solo pug +3 is pretty much impossible to keep up if you don't run a specialized mech or steal kills.
After 3200+ games I'm sitting at K/D 2.05 and a W/L 1.07, about 90% of them in pugs the rest in a team of 2-3.
I'm not going for kills, I try to do my best to win the match.
W/L is more important than K/D.
EDIT: Mechs used - all except Commando and Spider
I've managed to maintain a 67% win ratio since elo came in (or rather since they started tracking mech and game mode stats).
Most of those wins I don't die. About 1/3rd of the matches lost are due to caps; I often don't die on those.
I die about 1 in 4 matches. Getting a minimum of 1 kill per match seems like a pretty attainable goal, so I don't think it's all that impossible to maintain a 4+ KDR. (4.34 currently)
PUG 75% of drops. Group with 1 or 2 friends the other 25%. Always challenge my enemies to come test their might if I'm the last mech standing on my team. Never owned a Raven.
I think we just have different definitions of 'impossible.'
#137
Posted 09 April 2013 - 04:58 AM
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#138
Posted 09 April 2013 - 05:00 AM
how can you take any of the two stats, KDR, W/LR, as being indicators of player skill when the game is so buggy and so player dependent that you can be handed a loss before the countdown timer even finishes?
Prevalent bugs that cause people to be unable to play even at any kind of level does not bode well for any kind of statistical showing.
All of you can recall a game I am sure where you had a disconnected player, or someone screaming in pure rage that all they see is yellow, or have no HUD at all.
For as long as I have been playing, I have been trying to tell myself not to care about these stats. Not to worry about them, to not give a damn if a game is ruined because we lost two and a third has no mini map. i have only been fairly successful at that, and I am writing this now to urge, to guide others into not caring.
We can not care yet, we can not promote, we can not try for a goal right now with the state of the game and how it is.
Maybe someday this game will be E-Sports material. Maybe someday there will be rabid foaming at the mouth for contested premier spots on top Merc corp teams, or even exalted status in ones houses, just not now.
We can not live by these stats, we can not worry about them. Not with the dread four fps bug, or the yellow skies over caustic, the sudden load and drop to your wallpaper.
Stand firm! The only one who judges you right now is yourself! Play this game for fun, play it for nostalgia!
For the love of everything that is the internet, deliver us from our notions of leetness that we thrust upon ourselves in other games! it does not apply here!
#139
Posted 09 April 2013 - 05:04 AM
#140
Posted 09 April 2013 - 05:07 AM
2) K/D can be very dependent on the mech and weapons you use. For example, SSRM can be a good way to get kills when the target has a red center torso. Similarly, one good hit from a gauss/ppc/ac20 will often kill a mech with an already damaged CT.
3) Ideally, when an enemy has lost its torso armor then everyone on the team should focus fire on that target and take it down. However, this means that the folks who are watching, cycling targets, to find the weakest opponent (which is the best strategy for the team) also tend to get more kills.
4) Most of the high K/D ratios are the result of playing with groups, or possibly playing conquest and avoiding dying even on a loss. WIth ELO, your W/L should tend toward 1:1. Since assault missions almost always end with you dying ... conquest should give the opportunity for higher K/D ratios since you will probably die less often.
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