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Just What Is A "good" Kdr?


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#201 Sa7aN

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Posted 10 April 2013 - 12:48 AM

in the closed beta dual uac5 k2 heyday i was over 11-1 but was also running in 8mans and was quite good at headshot kill stealing

atm im around 3.5-1

Edited by Sa7aN, 10 April 2013 - 12:49 AM.


#202 CMDR Sunset Shimmer

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Posted 10 April 2013 - 12:57 AM

Why are you caring about your KDR in a team based game?

Frankly stats don't matter, only if you win, or loose, or how many c-bills you're making.

#203 80sGlamRockSensation David Bowie

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Posted 10 April 2013 - 01:04 AM

View PostJade Kitsune, on 10 April 2013 - 12:57 AM, said:

Why are you caring about your KDR in a team based game?

Frankly stats don't matter, only if you win, or loose, or how many c-bills you're making.


A light pilot who always dies getting the objective done, winning the game for his team yet getting few kills is a great example of why KDR does not matter.

Win is a win, however -- no matter how it is achieved. (unless you're a dirty stinkin' cheater, lol)

Edited by mwhighlander, 10 April 2013 - 01:04 AM.


#204 AceTimberwolf

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Posted 10 April 2013 - 01:27 AM

View Postmwhighlander, on 10 April 2013 - 01:04 AM, said:


A light pilot who always dies getting the objective done, winning the game for his team yet getting few kills is a great example of why KDR does not matter.

Win is a win, however -- no matter how it is achieved. (unless you're a dirty stinkin' cheater, lol)

Tho in CW dying my hurt more than a loss; Maybe something like Resource Points and if you Die you are unable to drop in said location Or Mech is UNavailable Till "repaired" by the House or Merc Unit

#205 Mycrus

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Posted 10 April 2013 - 01:50 AM

I deign to give quantitave replies to something as subjective as in-game stats.

But I would say 1kdr, 1wlr, at least 550xp ave

#206 Tekadept

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Posted 10 April 2013 - 01:59 AM

View PostMycrus, on 10 April 2013 - 01:50 AM, said:

I deign to give quantitave replies to something as subjective as in-game stats.

But I would say 1kdr, 1wlr, at least 550xp ave

What is a good KSR though? (Kill Steal ratio?) Should it to be proportionate to your KDR?

#207 Rippthrough

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Posted 10 April 2013 - 02:03 AM

All these CTD bugs are the minute are ruining mine, bah.

Edited by Rippthrough, 10 April 2013 - 02:03 AM.


#208 TheGreatNoNo

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Posted 10 April 2013 - 02:53 AM

Posted Image

KRD of 2.18 and Wins / Losses 1,891 / 1,397. I`m bad to average all around though. Also nice to note that it took 57 or so matches for me to get elite done on my cent D.

View PostTekadept, on 10 April 2013 - 01:59 AM, said:

What is a good KSR though? (Kill Steal ratio?) Should it to be proportionate to your KDR?

About half.

Edited by Lost One, 10 April 2013 - 02:56 AM.


#209 Yokaiko

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Posted 10 April 2013 - 04:30 AM

View PostRippthrough, on 10 April 2013 - 02:03 AM, said:

All these CTD bugs are the minute are ruining mine, bah.



Yeah they dropped me from 2.99 to like 2.6, every DC counts as a death.

Deciding I was going to grind spiders didn't help much either.

Edited by Yokaiko, 10 April 2013 - 04:30 AM.


#210 Taemien

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Posted 10 April 2013 - 05:03 AM

If you're solo queuing or just running with one or two others. Then you should strive for a 1.00. That means you're taking someone down everytime you go down. If you continuously run in a group then 1.5 to 2.0 is a good measure. Means you're taking out 2-3 mechs a match on your own.

Anything above 2.0 is usually a fluke or overinflated by continuously running 4 mans. Or reflects a very very agressive playstyle.

KDR is a stat that doesn't show the whole picture. It has a very weird curve when measuring skill. When you have under 1.00 it shows a good stat, you're dying more then you are killing. When you get above 2 it doesn't paint the same picture on the opposite side (a Ladder based league rating will show more in this case, which works similarly to ELO, but not entirely).

#211 Yokaiko

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Posted 10 April 2013 - 05:06 AM

View PostTaemien, on 10 April 2013 - 05:03 AM, said:


Anything above 2.0 is usually a fluke or overinflated by continuously running 4 mans. Or reflects a very very agressive playstyle.





I was at 3.00 forever, and that was primarily running solo or with one other dude. I might four man an entire game session twice a week on a good week.

...and like I said I ground all 3 spiders to full elite between 3.0 and 2.58 (as low as I have been since closed beta).

But yeah, in my assault and heavy brackets anyone getting more than three kills is a rarity.

#212 Mordino

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Posted 10 April 2013 - 05:17 AM

2.54 fallen from 4, all because of all those mechs needing mastering. Was playing on a dragon originally. Great stats on this beast.
How to kill stuff? Just play on one same mech.

#213 Jman5

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Posted 10 April 2013 - 09:58 AM

View Postp00k, on 09 April 2013 - 11:52 PM, said:

all these warm fuzzy hugs and kisses noncommittal answers

all right, i'll draw a hard line. a good kdr is double your win/loss ratio. doesn't matter if you solo pug, pugstomp, or 8man

better than double your w/l and you're a credit to your team
better than your w/l but less than double, and you're a contributor to your team
worse than your w/l and your team is carrying you

blah blah exceptions blah role warfare blah blah

Interesting idea. My biggest problem is that it overlooks base-capture wins. I can march straight to the enemy base and cap-win without a shot being fired. My win ratio goes up, while my KDR stagnates.

Base capture wins are a major factor in your Win/Loss ratio. Well beyond minor exceptions, or outliers.

Edited by Jman5, 10 April 2013 - 10:00 AM.


#214 Ozric

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Posted 10 April 2013 - 09:59 AM

KDR is a useless stat as soon as you need to level a variant you don't get on with. Best not to worry about it. :D

#215 Jman5

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Posted 10 April 2013 - 10:04 AM

View PostOzric, on 10 April 2013 - 09:59 AM, said:

KDR is a useless stat as soon as you need to level a variant you don't get on with. Best not to worry about it. :D

Well to be fair, you can go into Mech Stats and see individualized KDR for each variant. Although I agree that the cumulative number you see on the front page is largely useless.

#216 Malora Sidewinder

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Posted 10 April 2013 - 10:30 AM

>2

#217 Panzerman03

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Posted 10 April 2013 - 10:34 AM

Mine hovers around 2. I pretty much only play 8 mans.

#218 WVAnonymous

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Posted 10 April 2013 - 11:25 AM

View PostMaliconus, on 09 April 2013 - 10:01 AM, said:


Are you having fun?? Then that is all that "Really Matters"

Besides someone needs to die to "Stroke someone elses E-Preen"

Carry On......


Where, oh where, is the "Fun/Not Fun" game ratio? I'm pushing 7 or 8 on that one!

View Postp00k, on 09 April 2013 - 11:52 PM, said:

all these warm fuzzy hugs and kisses noncommittal answers

all right, i'll draw a hard line. a good kdr is double your win/loss ratio. doesn't matter if you solo pug, pugstomp, or 8man

better than double your w/l and you're a credit to your team
better than your w/l but less than double, and you're a contributor to your team
worse than your w/l and your team is carrying you

blah blah exceptions blah role warfare blah blah


You left out "boat anchor", which would seem to be where I am.

#219 Khan Ignotus Kotare

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Posted 18 April 2013 - 07:36 PM

A good KDR is what you feel is satisfactory. Do you feel you have the potential to become a monstrous asset to your team, or do you wish to be your average team contributor? Personally, I always aim to be of the most assistance to my team, and to be on top because I know that I am more skilled than your average player with several screen shots to support that claim. I have scanned through these posts here, and some I definitely agree with to a certain extent, but I personally do not feel that all of them are entirely true.

For instance, the amount of damage done can definitely be accountable for skill, right? But if you think hard about, that is not always the case. Other than capping, your primary objective is to eliminate all opposing forces. Thus, the most effective way to execute that objective is to kill the enemy, preferably as quickly as possible with the least amount of casualties upon your own team. So if you do a lot of damage but if you and your team dies in the end, then what good is the loads of damage you have inflicted upon your enemy? This game, ultimately in the long run, was designed to be mostly team player oriented, not so much of a one man show, although it would be VERY helpful if a team consisted of very many outstanding pilots who utilized superior tactics, excellent counter tactics, effective mechs and loadouts (or cheap as some of you may call it), and were very precise with their shots by aiming for the center torso, or a specific vulnerable point(s) of the target to break it down and/or take it out in a synchronized fashion.

I have been playing Mechwarrior since I was 5 years of age (currently 19 going on 20, so about 15 years total now), and I can tell you all right now that all the games' predecessors and successors are conceptually no different at all. Just learn the basics, become strategic, become versatile with multiple types of mechs and play styles, and familiarize yourself with them so that way you will know their weakness and can use that knowledge to your advantage whenever you fight that specific type of mech, (ie. brawler, jump sniper, harasser light mech, etc.). Also, it is very important to be very precise with your shots, and know how to lead them by mathematically (or instinctfully) calculating the velocity of your weapon to correspond with how fast your target is moving, hence keep your crosshairs in front of the direction it is moving and lead it by your instinct/calculations. In order to become great at leading shots, here are the things you really have to consider: Weapon Velocity, Enemy's current speed, Direction your enemy is moving, Distance of your target, and how far you need to lead based on taking these things into account. It will take time, but practice makes the master gentlemen, so do not get discouraged no matter how frustrating it is. Imagine a 6 year old pouting over these things, disregards his frustrations and continues practicing, and now masters this skill or at least becomes efficient at it as a near 20 year old.
Always find a way to improve yourself as a pilot by analyzing your mistakes and correcting them for the next time you encounter a similar scenario. Never give up, keep fighting, keep trying.

With this resume, I have maintained a 6.12 KDR that was originally higher but decided to sacrifice what was originally a 7.18 KDR to support and train the newcomers in my unit.

8,873 Kills / 1,450 Deaths
4,001 Wins / 1,129 Losses
104,711,321 C-Bills
3,853,650 Experience Points
123,038.36 Accumulative C-Bills Per Match
751.20 Average XP Per Match

Posted Image



I hope you have found my advice helpful, Staplebeater, as well as any other newcomers or experienced players looking for some sort of advice. Any specific questions, just feel free to ask. Goes for anyone else reading this thread as well.

#220 Asmudius Heng

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Posted 18 April 2013 - 08:37 PM

KDR is a pretty silly stat.

Much more interesting stats they could be collecting but then breaking them down by chassis or weight class even better.

My KDR went down a little when I was in light mechs and up hugely in assaults. Tonnage makes a difference but what I did on the battlefield in my lights might have been just as important.

Raw killing power is good but there are so many useful variables to consider when it comes to gaining victory.





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