

Why Are Ties Worth Zero Xp?
#1
Posted 08 June 2014 - 02:27 PM
I mean, I just tied a skirmish at ten kills vs. ten kills. If I had *not* shot the firestarter in the closing seconds, my whole team would have gotten more XP. How does that make sense?
#2
Posted 08 June 2014 - 02:31 PM
Ties should give more than a loss and less then a win, it only makes sense.
#3
Posted 08 June 2014 - 02:38 PM
#4
Posted 08 June 2014 - 02:42 PM
#5
Posted 08 June 2014 - 02:43 PM
#6
Posted 08 June 2014 - 02:54 PM
#7
Posted 08 June 2014 - 02:56 PM
#8
Posted 08 June 2014 - 02:58 PM
#10
Posted 08 June 2014 - 03:04 PM
#11
Posted 08 June 2014 - 03:17 PM
(excepting that one match during the tournament...)
#12
Posted 08 June 2014 - 03:38 PM
Kassatsu, on 08 June 2014 - 03:04 PM, said:
Because then you have instances where you end up on a completely crap team that all get themselves killed in the first 5min of the match. You play hard, get 5-6 kills, and even the score by the time the timer runs out. Is it fair that your s*** team gets more CB and XP than you, when you're the sole reason that the team didn't outright lose?
#13
Posted 08 June 2014 - 03:51 PM
#14
Posted 08 June 2014 - 04:21 PM
MWO is how old? 2 years? I first heard about it back in 09....seems like they have had a long time to really think these things through...and yet...MWO is the result...
#15
Posted 08 June 2014 - 04:55 PM
Vassago Rain, on 08 June 2014 - 02:56 PM, said:
That's not even true, though, if one team in assault or skirmish has more kills, they win regardless. So it *still* has to be an even kill count for the tie to happen.
#16
Posted 08 June 2014 - 04:59 PM
Terciel1976, on 08 June 2014 - 03:51 PM, said:
While I understand your point, at least in regards to Skirmish mode the *only* way to get a tie is to have the same number of kills.
For the match I played earlier today: We were down ten kill to nine. I hunted down a firestarter with one leg and finished him off, but wasn't able to find the remaining two before the timer ran out. Result: My entire team got less XP than if I had taken the loss and let the firestarter live. That's....stupid.
I know you used to always get a draw if the timer ran out, back in CB, which I'm assuming is why the zero XP thing is there. But that hasn't been the case in Assault or Skirmish in at least a year.
#17
Posted 08 June 2014 - 04:59 PM
I've had about 3% of my matches end in ties. Note: if you play Conquest almost exclusively then you will not have a tie game. I have had 749:750 matches in conquest.
#18
Posted 08 June 2014 - 05:02 PM
7ynx, on 08 June 2014 - 04:59 PM, said:
I've had about 3% of my matches end in ties. Note: if you play Conquest almost exclusively then you will not have a tie game. I have had 749:750 matches in conquest.
The problem I have with this is the exact scenario I brought up--if you're coming back from a loss, unless you know for certain you can get two kills instead of just one, you're better off taking the loss than getting to a tie and trying to find the other survivors.
#19
Posted 08 June 2014 - 05:12 PM
LordKnightFandragon, on 08 June 2014 - 04:21 PM, said:
MWO is how old? 2 years? I first heard about it back in 09....seems like they have had a long time to really think these things through...and yet...MWO is the result...
There is a summary at the end of every match. You can also track your stats on the website under your profile.
Edit for typo.
Edited by Spike Brave, 08 June 2014 - 05:40 PM.
#20
Posted 08 June 2014 - 06:08 PM
Spike Brave, on 08 June 2014 - 05:12 PM, said:
There is a summary at the end of every match. You can also track your stats on the website under your profile.
Edit for typo.
Where do we find out the summary for cbills made and lost, if this game even has repairs...
I know about the stats on the forum profile.
I just kinda wish this game had an AAR like Wot does....as much as I hate that game, it has a few things that are nice.
Edited by LordKnightFandragon, 08 June 2014 - 06:09 PM.
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