I do know how the new rewards work and I still feel they are less than the previous system for most players.
Before the rewards rewarded mostly wining, wining generally means getting the enemy team dead which results in lots of assists. Assist now 2500CB, before 6500 CB.
On the other hand now getting a solo kill makes you an small fortune.
When you consider both things you can see come to a few conclusions.
(*)Previous system:
Players who carried their team to win carried their team's income too which was a bit unfair for them but also great for newbies.
Support stuff didn't get lots of reward in itself but just by scraping the enemy mechs and supporting your team so it got the wins made you 6500 CB per assists + win bonus so about 100K CBills.
(*)Now:
Player who carry their team make a fortune, specially in assault and heavies where you can reliably get several solo kills in a game.
Support gets lots of rewards but with the exception of TAG kill they are so small they could simply not be there for all the good they do and TAG kill is unreliable, a mech may have received 300 damage to lurms from your TAG but if you just happen to have to remove TAG in the last second ... bad luck.
Newbies' income was low, but now is appalling.
To put it bluntly if someone TAGs a target and I start dropping LRMs until it dies this are the results:
Tager:
TAG Kill: 6500
TAG damage: ~5000
Assist: 2500 (assuming some weapon fire which tends to draw attention to the Tager)
Damage: ~1000 (assuming 50 damage from the tager)
Relaxed Lurm60 behind a hill:
Kill: 4000
Most Damage Kill: 5000
Solo Kill: 10000
Damage: ~6300 (assuming 300 dmg from lurms)
Relaxed lurmer 25300.
Perfect Tager: 15000.
*In reality the tager is the only target the enemy sees so the tager has to doge, get in cover... which results in TAG not being on target all the time, while what the lurmer really needs, is the TAG to bypass ECM and accelerate the lock so the difference tends to be far larger in a real combat situation.
You can say whatever you want but if the aim of rewards 2.0 was rewarding support it failed completely. Damage pays more than ever and the only lights that do well are sheer damage machines. For money play Assaults and Heavies, brawling mediums and light strikers. Scouts, medium snipers, medium escorts, you better not play for the money because you'll get very little even if your data carries the win as much as the direwolf who knew where to position itself thanks to you.
Edited by Brizna, 27 January 2015 - 12:25 PM.