

How Much Damage Should I Be Doing Per Round On Average?
#21
Posted 03 July 2013 - 07:26 AM
#22
Posted 03 July 2013 - 07:35 AM
#23
Posted 03 July 2013 - 07:43 AM
#24
Posted 03 July 2013 - 07:48 AM
#25
Posted 03 July 2013 - 07:52 AM
Also see what The Basilisk said.
In the end damage is just a number, not a metric of how well you did. Supporting your team is much more important than trying to get the biggest number possible.
#26
Posted 03 July 2013 - 08:40 AM
Koniving, on 03 July 2013 - 05:43 AM, said:
YLW is just amazing. 106kph with AC20 on arm (meaning I can actually shoot up and down). Not many mechs can do that (none other come to mind, but I'm not sure). If you lose an arm no one will shoot you anymore so you can just run around doing that 10-12 damage (MLs or MPLs) every few seconds to exposed parts of enemy mechs (I often get more kills if I lose the arm early since then I don't have to worry about being shot at

On topic it seems you are doing fine. If your team loses you should think what you could do better. If your team wins you should think if it was because of you or inspite of you. Numbers mean very little. When I run Jenners I might score <100 damage, but still know the win was because of me. Basically pulling half of the enemy team off to chase me while my teammates finish those that are left. Then even if the chasers kill me it's 7 against 4 and a sure victory. With assaults you can get somewhat the same effect by tanking (but you should do considerable damage while doing it).
#27
Posted 03 July 2013 - 08:50 AM
Mech tonnage *5 for damage. Or kills equal to your tonnage or greater.
If you can do either or both I think you are pulling your weight on the team.
#28
Posted 03 July 2013 - 08:53 AM
Marchant Consadine, on 03 July 2013 - 08:40 AM, said:
YLW is just amazing.
I miss the CN9-AH. 2 Missile, 3 Ballistic, no Energy. Couldn't go anywhere near as fast as the YLW, but at the time missiles were heavily in favor so the AH was a threat to what the YLW could present us (why buy 2 ballistics, 2 energy and at the time the same speed when you can have 2 streaks, 3 ballistics, and still carry that AC/20?), thus it was removed. Now honestly regardless of connection the lasers are far more effective and guaranteed to do something than missiles or ballistics, that and the YLW goes even faster now. Slap the CN9-AH with a normal Centurion engine cap or something a tad bit slower and bam, we could have the AH back and YLW would still be the king worth buying.
#30
Posted 03 July 2013 - 10:15 AM
scJazz, on 03 July 2013 - 07:43 AM, said:
Damage is obviously not the be all end all stat but it is important. Some games you will do better than others, sometimes you will get carried, and sometimes you will carry your team. Ultimately you have to ask yourself, "Did I contribute as much as I could have to the team?" If the answer is yes then you just keep doing that but if the answer is no you try to figure out what you can do better next time.
Personally when I have a game like that I usually feel I could have done better unless everyone on the team did about the same damage. If that is the case then you were just on a team of rock stars.
#31
Posted 03 July 2013 - 10:45 AM
what matters are the number of mechs dead on the other team and what significant damage you can put out (destroyed components, stripped armour). Some high damage builds get quite low damage points but rack up kills due to shot placement.
tl:dr either shave the paint off a hundred mechs or cut through one mech a hundred times

(of course this all depends on your play style and team play, maybe you're a spotter/harasser that don't go for the kills)
#32
Posted 03 July 2013 - 11:19 AM
Disclaimer: I don't know how it is with 8-man premades. If I'd make up a dream team it'd prolly be 2 lights and 6 stalkers with PPCs and LRMs, but to be honest I don't care. A game like this can never be so balanced that there wouldn't be the flavor of the month effect. Play pugs you whiners and see just how varying builds people use.
#33
Posted 03 July 2013 - 11:33 AM
Marchant Consadine, on 03 July 2013 - 11:19 AM, said:
Disclaimer: I don't know how it is with 8-man premades. If I'd make up a dream team it'd prolly be 2 lights and 6 stalkers with PPCs and LRMs, but to be honest I don't care. A game like this can never be so balanced that there wouldn't be the flavor of the month effect. Play pugs you whiners and see just how varying builds people use.
There are definitely balance issues, this discussion has no bearing on that one way or another. Do people run a variety of builds? Yes. Can you do well without using PPCs, GRs, and AC20s? Yes, but that does not mean everything is fine.
The difference in skill and effort required to do well in an optimal build vs. anything else is huge. I bought a HGN 733C a couple of weeks ago to mess around with. I decided just to screw around and try different builds outside the normal meta and I had fun doing it. I have a positive KDR and pretty close to 1:1 W/L record.
A few days ago I decided to buy a 732 and cheese it out. Right now that mech is at 21 wins and 5 losses with a 5.56 KDR. I have carried bad teams to victory on several occasions and it is by far the easiest mech I have played. It took weeks of practice in Jenners to accomplish what I did in that mech the first night I had it. I played 14 games and had an 8.00 KDR before I lost a match. That is insane.
#34
Posted 03 July 2013 - 11:44 AM
if you do 600+ damage and get 1-2 kills that means you were spending way to much time and ammo fighting one enemy while his buddies were trampling all over the rest of your team.
#35
Posted 03 July 2013 - 12:00 PM
Edited by Just wanna play, 03 July 2013 - 12:02 PM.
#36
Posted 03 July 2013 - 12:05 PM
Just wanna play, on 03 July 2013 - 12:00 PM, said:
I normally run fire support and I always thought the primary goal of a fire support is to soften up the enemy. If I get told a mark then I focus on the mark, if I don't get told a mark then I go for the healthiest target to start softening them up and maybe get them to stop shooting at my brawlers and heavy hitters. If I finish the game with 5+ assists then that was a good run of fire support.
cents...
Greywolf
#37
Posted 03 July 2013 - 12:06 PM
Adran, on 03 July 2013 - 05:03 AM, said:
dont forget the other benefits of shorter fire duration, pulses start recharging earlier (and there for have faster fire rate) and you also start dissipating heat earlier, unfortunately they did make the lpl USELESSLY hot for now :/
#38
Posted 03 July 2013 - 12:11 PM
Just wanna play, on 03 July 2013 - 12:06 PM, said:
IMO, that doesn't negate the downsides of the Pulse lasers enough to really make it an upside, and in some ways actually CONTRIBUTES to the downsides as it also makes the HPS higher due to the faster fire rate. That said, your sig has me curious about your mech now.
#39
Posted 03 July 2013 - 12:19 PM
zraven7, on 03 July 2013 - 05:50 AM, said:
Honestly, just ask your team, especially if you're on Voice Chat with someone. They'll let you know. As a general rule, however, anything over 200 is helping, and anything over 300 is a good game.
This one: I've had games where I had 800 damage, and our team was the victim of a 1-8 steamroller. I've had games where I've had 200 damage, but several kills in one-on-one brawls. It all depends on the game, your teammates, how the team played, tactics, and so on.
I really wish damage wasn't such a huge factor in how many c-bills you get, but it is, soooo....yeah.
#40
Posted 03 July 2013 - 12:33 PM
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