Bhael Fire, on 25 February 2014 - 08:10 AM, said:
I'd still prefer it if the kill went to the player that caused the most damage to the mech and the assists go to the players that caused at least 10% of the mechs overall damage taken.
Then a new stat should be created for the player that lands the killing shot.
So basically you'd have Kills, Assists and Kill Shots. Then coupled with Damage Done and Accuracy, you'd have a better overall idea of the player's combat proficiency and play style.
Then a new stat should be created for the player that lands the killing shot.
So basically you'd have Kills, Assists and Kill Shots. Then coupled with Damage Done and Accuracy, you'd have a better overall idea of the player's combat proficiency and play style.
I believe Tribes Ascend has kill's, assists, and critical assists which is more or less the system you're talking about. It works well there and I'd like to see it here as well.
I think it was doing 60% or moe of the total damage to get a critical assist.
Of course things are more complicated it when tracking it for this game as total damage and effective damage aren't necessarily the same thing. How do you count the difference between someone who sandblasted the side torsos and arms and someone who does far less but cores them out every time?