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Finally Broke 200K Cbills Without Premium


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#21 xengk

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Posted 10 October 2013 - 11:08 PM

View PostIC Rafe, on 10 October 2013 - 11:32 AM, said:

Xengk: what you are describing is not playing as a teamplayer. Best payout: hit every mech and hope the rest of your team takes them out. Good for winning the game: screw the other mechs, take one out as fast as possible, then move to the next. What do you think does the most for the outcome of the game: 12 mechs with a little damage spread over them, or 12 mechs of which 2 are dead.

Unless you have someone who tag 12 mechs then commit suicide/logout to launch next game.

It means everyone chipped in to focus fire on a target and killing it fast, thus everyone scoring assist and savour kill. Instead of hanging back and waiting for KS to pad their K/D.
I take any attack of opportunity that presents itself allowing me to get multiple assist, this helped the team by further wearing down the enemy team's health. This include chasing off those pesky lights nibbling at your back armour, but giving up the chase to not get separated and murdered, so that I can continue to add my fire power to yours so you can get that kill shot on the enemy assault.

My 3PPC 8Q end up dealing kill shot on mech badly damaged by teammates (team providing assist), which I am grateful for.
Medium mechs are not renowned as mech killer, my mediums often have K/D under 2.0

Edited by xengk, 10 October 2013 - 11:10 PM.


#22 IC Rafe

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Posted 11 October 2013 - 07:27 AM

Wearing down the enemy health doesn't help progressing the winrate a lot though, if you have a whole team dividing firepower over 12 mechs, and another team concentrating their firepower on 1 mech at a time, the team which concentrates its firepower will win just due to the enemy having less mechs to fire back. What happens is that people go out of their way just to hit extra targets and get the assist and then leaving to get another mech, not finish the mechs which are damaged.

You might mean well, but that's not how it happens in a game usually. Before i stopped playing (just after the 12v12 combat) i noticed a lot of damage spread out, but noone actually killing the mechs and as such just one team who steamrolls the others. If i was in a team which played to win, it was easy, if i was in a team which just spread its damage around, it was a massacre for my team. Losing and getting lots of assists pays out better than winning the game, and this is a fundamental flaw with the income system.

Also, what you describe now is focus firing, so taking mechs out early. What you described earlier, was to get more cbills: get more assists. I'm sure the focus firing gets you wins, but less payout, as you've shown with your examples: 4 kills, 5 assists, 500+ damage: you have done more for your team to win than with 1 kill, 8 assists and 300 damage since the 4 kills took more people out of the game who where shooting at your team. (talking about usual situations, i dont know the specifics of the match offcource,)

#23 xengk

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Posted 12 October 2013 - 05:46 AM

wearing down enemy health does help the match, as this is a game of attrition not a game of 1 shot 1 kill counter strike.
every bit of damage helps the team getting closer to killing a target.
when you move and focus fire with your team you will automatically gain kill assist, being alert and spot enemy for the team also gain you spotting reward. I see that as team play.

in my example, i was using 2 different mech. a 3ppc awesome and a medium kintaro.
the assault deals more kill shot with 30pin point damage and blasting off torsi that have been weaken by teammates. also a quirk of the damage system, if you blow off a side torso you also get damage score for arm still attach to that torso.
the kintaro is a mix missile build with srm and ssrm to defend the team from lights, stopping them from distracting or killing team assault.
with 12v12, the number of light encountered are more frequent now than back in 8v8.
a lance of light can and often kills assualt mech.

#24 Xeno Phalcon

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Posted 12 October 2013 - 05:54 AM

For me its more common to see around 90k, sometimes dipping below or above another ten points for a win. Couple times I hit 150k+ but thats pretty uncommon. Look at the spotting assists for this one though XD

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#25 Sug

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Posted 12 October 2013 - 08:43 AM

5 kills. 500 damage. Assault. Hero Mech.


127,000 cbills.

That is messed up.

#26 Mcgral18

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Posted 12 October 2013 - 08:57 AM

The best I've done payout-wise was with an Ilya back when the UAC5s were 1.1 cooldown with 15%(?) jam.

6 kills, 6 assists, 681 damage

271 487 C-bills. If I would have had premium, I would have made just over 375 000 for that match. (The bonus was 104 418)

So, high payouts are possible, but normally doesn't go over 150k, with 100k being the average. Much lower than before.

Edited by Mcgral18, 12 October 2013 - 08:57 AM.


#27 IC Rafe

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Posted 12 October 2013 - 05:25 PM

View Postxengk, on 12 October 2013 - 05:46 AM, said:

wearing down enemy health does help the match, as this is a game of attrition not a game of 1 shot 1 kill counter strike.
every bit of damage helps the team getting closer to killing a target.
when you move and focus fire with your team you will automatically gain kill assist, being alert and spot enemy for the team also gain you spotting reward. I see that as team play.

in my example, i was using 2 different mech. a 3ppc awesome and a medium kintaro.
the assault deals more kill shot with 30pin point damage and blasting off torsi that have been weaken by teammates. also a quirk of the damage system, if you blow off a side torso you also get damage score for arm still attach to that torso.
the kintaro is a mix missile build with srm and ssrm to defend the team from lights, stopping them from distracting or killing team assault.
with 12v12, the number of light encountered are more frequent now than back in 8v8.
a lance of light can and often kills assualt mech.


While i dont disagree that just damage helps the team, if you can focus fire to kill targets, it will help the team toward a win than spreading the damage around. I saw several games where people just played the: hit all mechs and hop into another mech game, and if 5 people on your team play like that, it's not a fun experience for me. You just notice your team dying, while having done a decent amount of damage, but just spread over so many targets that it didn't help a thing other than their payout.

For this the game needs a decent incentive to win, and at the moment, there is 0 incentive for a win, since it doesn't matter that you win or lose, except for the salvage bonus (wauw, 20k max which i have seen). While the losing team gets more income just because they spread their shots around while being absolutely useless to their team, or even downright detrimental to the victory of their team.

#28 Shakespeare

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Posted 14 October 2013 - 10:01 AM

I cracked 200k a few times this week, but always in a hero mech, and always with assists - damage + kills wasn't much of a factor comparatively, unless you take into account that higher kills and damage makes the team more likely to win and earn the (pathetic) 35k win bonus.

Still hating the economy, but I'm getting a bit more used to it.

#29 Kyrie

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Posted 14 October 2013 - 11:50 AM

Yeah, I dislike the new economy intensely. There are several hidden nerfs: 12v12 takes longer, the ready button delays match-start, and so on. This is all on top of the general nerf under the theory that 12v12 would earn more per match with more mechs.

Edited by Kyrie, 14 October 2013 - 11:50 AM.






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