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The Old Way To Get Spacerich Vs The New Way To Get Spacerich.


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#41 Senor Cataclysmo

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Posted 22 October 2014 - 09:08 AM

View PostMacksheen, on 22 October 2014 - 08:21 AM, said:

Is that a statement about the system, or the Nova?

What I wish is that the end screen showed some highlights like "most solo kills" or "top spotter" or something in addition to kills, assists. It could even rotate / be random what other stats are shown. Get it on the brag screen.


I really like this idea. I'd like to see more metrics for how you were killed if you die too. Cause of Death: Engine Destroyed is a bit vague. I want to know who got the killing blow, what they did it with, whether it was a backstab, etc

#42 Sadist Cain

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Posted 22 October 2014 - 09:08 AM

View PostIceSerpent, on 22 October 2014 - 08:55 AM, said:


Krafty, you didn't think this one through - a reward system that heavily favors soloing your opponent in a team game is just bad, no matter how you look at it.


This is true however Rewards 2.0 has brought forth more team based benefits than ever.

Just needs some tweaking and reducing the individual bonuses in favour of more things like lance formation, maybe add focused fire and things like that.
At least now we have a system which doesn't solely focus on the individual player and actually starts looking at lances.

Edited by Sadist Cain, 22 October 2014 - 09:10 AM.


#43 Almond Brown

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Posted 22 October 2014 - 09:15 AM

View PostMechwarrior Buddah, on 22 October 2014 - 08:28 AM, said:


So its better to be in a mech that makes me vomit. Great


There is always difficulty accounting for all the "special snowflakes" out in the ether. ;)

#44 Lily from animove

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Posted 22 October 2014 - 09:26 AM

View PostKraftySOT, on 22 October 2014 - 09:06 AM, said:

But you have to remember.

Before there was one role. Kill steal.

Now there are two roles. Brawler. Scout.

Big change. If you want to make bank now, as many of us were before, by utilizing the system available to the best of our abilities, you used to get in an assault, hang back, then rush in when youre winning, and get 6 kills on wounded mechs and make 250k or more a match.

That has totally changed. Thats a great thing for a team game. I dont NEED a scout as a brawler, and I dont need a brawler as a scout.

But now the system properly rewards those two roles...so I know my team always has an effective scout, and effective brawler, because at least one person in each role on my team, is trying to get space rich, and if hes trying to get space rich, he's playing the correct way.


cant agree with that. actually before havign kills but not much damage was not thaaat rewarding, now getting the kill and possible different reward triggers the kill can grant you can be a difference of up to 32k reward per kill.

#45 Mechwarrior Buddah

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Posted 22 October 2014 - 09:57 AM

View PostAlmond Brown, on 22 October 2014 - 09:15 AM, said:


There is always difficulty accounting for all the "special snowflakes" out in the ether. ;)


Right... I have to have a bucket by my pc because you get your preferred mechs used again?

#46 Bluefalcon13

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Posted 22 October 2014 - 10:08 AM

I just pulled an awesome match in my 5D spider (max engine, 2mpulses, tag, 8jjs).

I spent more time tagging than shooting and solo killed the afk at the end of the match. Can't remember, but I'm pretty sure I pulled in half a mil in cbills...

#47 IceSerpent

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Posted 22 October 2014 - 10:12 AM

View PostKraftySOT, on 22 October 2014 - 09:02 AM, said:

I disagree.

Its a risk v reward choice. Do you leave the mechball and all the bonuses therein as well as force multipliers...to ATTEMPT to get the 40k per kill? Or do you stay in the relative safety of the mechball, getting the bonuses for formation, protection, proximity, etc but not get the huge payout for kills.


That's not what I was referring to. If you main goal is to win, your best bet is to stay in the mechball and concentrate fire. If you main goal is to farm c-bills/xp your best bet is to stay in the mechball (or at least close to the rest of your lance), but engage separate opponents.

View PostSadist Cain, on 22 October 2014 - 09:08 AM, said:


This is true however Rewards 2.0 has brought forth more team based benefits than ever.

Just needs some tweaking and reducing the individual bonuses in favour of more things like lance formation, maybe add focused fire and things like that.
At least now we have a system which doesn't solely focus on the individual player and actually starts looking at lances.


Oh, I agree that general idea is solid. It's the actual implementation (the numbers and requirements for the awards) that needs some tweaking.





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