

Generator Damage Really Needs To Count Toward Score
#1
Posted 24 May 2015 - 06:34 AM
If you're going to have challenges where you must get a certain score then the objectives need to count toward it. Really damage done to generators should count double for match score, but right now it's just silly.
#2
Posted 24 May 2015 - 06:37 AM
I wonder why PGI hasn't implemented this yet...
#3
Posted 24 May 2015 - 06:51 AM
Zoid, on 24 May 2015 - 06:34 AM, said:
If you're going to have challenges where you must get a certain score then the objectives need to count toward it. Really damage done to generators should count double for match score, but right now it's just silly.
turret damage/kills, generator damage/kills, etc should ll count towards the match score, all of those actions help contribute to a win (or make a loss less bad)
#4
Posted 24 May 2015 - 06:54 AM
if that really happens then even in events with that 80 point cap will become a pure zergrush.
worst thing that can happen.
also. if you kill one generator alone something is totally wrong.
#5
Posted 24 May 2015 - 07:21 AM
Alienized, on 24 May 2015 - 06:54 AM, said:
if that really happens then even in events with that 80 point cap will become a pure zergrush.
They don't have to be worth a large amount of points, god knows turret kills aren't, but they should be worth something. At this point you get more for shooting down enemy UAVs.
Quote
Or your plan worked. Take a fight i was in last night for instance; my team was having a hard time pushing through the alpha gate on Rift; they could get in a few hits on the gen, but would get pushed back. Well when my first mech finally fell, i dropped in with a nova, jumped the gamma gate, and started working the gen over there. I managed to both get the gen down, and pull enough forces off of the rest of my team that they could make a breakout into the base.
#6
Posted 24 May 2015 - 07:34 AM
Tywren, on 24 May 2015 - 07:21 AM, said:
They don't have to be worth a large amount of points, god knows turret kills aren't, but they should be worth something. At this point you get more for shooting down enemy UAVs.
Or your plan worked. Take a fight i was in last night for instance; my team was having a hard time pushing through the alpha gate on Rift; they could get in a few hits on the gen, but would get pushed back. Well when my first mech finally fell, i dropped in with a nova, jumped the gamma gate, and started working the gen over there. I managed to both get the gen down, and pull enough forces off of the rest of my team that they could make a breakout into the base.
they are worth something: the victory.
you should kill mechs as team and generators as team. if one single mech is all you can spare to shoot the gen you did something wrong. focus on mechs as long as there are plenty of them, then as soon as you decimated them go for the gen. that way mechs die faster as well as the gen and you can concentrate on mechs again.
#7
Posted 24 May 2015 - 08:17 AM
Alienized, on 24 May 2015 - 07:34 AM, said:
they are worth something: the victory.
you should kill mechs as team and generators as team. if one single mech is all you can spare to shoot the gen you did something wrong. focus on mechs as long as there are plenty of them, then as soon as you decimated them go for the gen. that way mechs die faster as well as the gen and you can concentrate on mechs again.
"Something wrong" you're a fool.
I told the team I was going to jump the other gate and take out a generator once they pushed through, in my KFX with both ECM and jump jets. It worked perfectly. They pushed through and killed one as a team and I took out the other while the enemy team was busy, then I met them at the middle generator and we knocked out all 3 in the first wave.
This should be part of that role warfare that everyone seems to want, but it's not because your rewards are atrocious. Assaults and heavies keep the enemy's attention while lights sneak in for surgical strikes.
Also, it would not make people focus on generators and ignore 'mechs for a higher score since there's only so much damage that can be dealt to the generator. You'd probably need to kill all 3 by yourself in order to get 80 points (~800 damage). It would just be nice to reward the guy with the situational awareness to say "hey, the enemy team isn't paying attention, so I'm going to go take the actual objective".
#8
Posted 24 May 2015 - 08:22 AM
#9
Posted 24 May 2015 - 09:15 AM
Zoid, on 24 May 2015 - 08:17 AM, said:
"Something wrong" you're a fool.
I told the team I was going to jump the other gate and take out a generator once they pushed through, in my KFX with both ECM and jump jets. It worked perfectly. They pushed through and killed one as a team and I took out the other while the enemy team was busy, then I met them at the middle generator and we knocked out all 3 in the first wave.
This should be part of that role warfare that everyone seems to want, but it's not because your rewards are atrocious. Assaults and heavies keep the enemy's attention while lights sneak in for surgical strikes.
Also, it would not make people focus on generators and ignore 'mechs for a higher score since there's only so much damage that can be dealt to the generator. You'd probably need to kill all 3 by yourself in order to get 80 points (~800 damage). It would just be nice to reward the guy with the situational awareness to say "hey, the enemy team isn't paying attention, so I'm going to go take the actual objective".
Exactly. the way things are balanced now, you are better off playing like it's a protracted Assault match in pub que, instead of focusing on the objectives. That needs to change.
#10
Posted 24 May 2015 - 09:31 AM
Alienized, on 24 May 2015 - 06:54 AM, said:
if that really happens then even in events with that 80 point cap will become a pure zergrush.
worst thing that can happen.
also. if you kill one generator alone something is totally wrong.
Then make an assist for killing those assets 1 point. And being the killer of said assets worth 2 points. This acknowledges the contribution, while at the same time not encouraging zerg rushes.
#11
Posted 24 May 2015 - 09:31 AM
the role of a ecm kit fox is to run in solo.
not.
if you had proper enemies the fox would die so fast without any chance. you been lucky that it worked due to bad teamplay on enemy side.
#12
Posted 24 May 2015 - 09:45 AM
The fact that this has not yet changed for destroying objectives (in general, especially turrets) is amazing.
#13
Posted 24 May 2015 - 10:06 AM
Alienized, on 24 May 2015 - 09:31 AM, said:
the role of a ecm kit fox is to run in solo.
not.
if you had proper enemies the fox would die so fast without any chance. you been lucky that it worked due to bad teamplay on enemy side.
You realize that the tactic works because of guys like you. If everyone thinks that is not how you are supposed to do it, then actually using the unexpected tactic will work.
I've been in a ton of games, both pug and organized where everyone converges on the threatened gate. Everyone wants the kill. No one cares about watching their arcs, or their fields of fire. That allows lone mechs to sneak in...
#14
Posted 24 May 2015 - 10:09 AM
HoundOfCullan, on 24 May 2015 - 10:06 AM, said:
I've been in a ton of games, both pug and organized where everyone converges on the threatened gate. Everyone wants the kill. No one cares about watching their arcs, or their fields of fire. That allows lone mechs to sneak in...
face me in a battle and you see something rare out there.
mainly loadouts no one plays.
only reason for it: im prepared for the unexpected.
in good teams there will be always players like me.
taking care of the rear, the flank.
some mechs tried in the past battles, they all been neutralized.
by 2 ravens.
#15
Posted 24 May 2015 - 10:20 AM
Alienized, on 24 May 2015 - 09:31 AM, said:
Sneaking in with Jump Jets to kill generators trough an unopened gate works so often its not even funny anymore.
I kept doing it in a Huginn all the time on the maps where taking gens out from the other side is useful to the team. Taking one mech away from the team is not worth it on all maps. It's just dumb on Boreal Vault, for example. It also works against good teams, since they can't afford to take firepower too far away from the front either when the push is coming hard.
How many teams can afford to risk fighting 10 vs 12 on the gates just to prepare for the chance that enemy comes in with 11 instead of 12? If no Jump Jet light ever comes, thats' a lot of tonnage wasted on nothing and a huge risk of losing against overwhelming numbers on the front line.
Edited by Gagis, 24 May 2015 - 10:21 AM.
#16
Posted 24 May 2015 - 10:32 AM
Gagis, on 24 May 2015 - 10:20 AM, said:
I kept doing it in a Huginn all the time on the maps where taking gens out from the other side is useful to the team. Taking one mech away from the team is not worth it on all maps. It's just dumb on Boreal Vault, for example. It also works against good teams, since they can't afford to take firepower too far away from the front either when the push is coming hard.
How many teams can afford to risk fighting 10 vs 12 on the gates just to prepare for the chance that enemy comes in with 11 instead of 12? If no Jump Jet light ever comes, thats' a lot of tonnage wasted on nothing and a huge risk of losing against overwhelming numbers on the front line.
sometimes i wonder what sort of units or teams you face.
must been alot of baddies or just random pugs.
good random pugs will cover that too, baddies are just bad.
btw, good teams know how to position themselves well, send a fast light to cover the other gates and not something slow.
so *good* was not really good then.
#18
Posted 24 May 2015 - 10:51 AM
Tywren, on 24 May 2015 - 10:47 AM, said:
It works more than 50% of the time, deal with it!
it will always work against 50%. because they are bad.
now if it would be good it would work many more times.
and yes i am good, nothing more and nothing less.
the key thing here is:
i am willing to get a worse score to do what i do because its needed.
are you?
#19
Posted 24 May 2015 - 03:34 PM
Alienized, on 24 May 2015 - 09:31 AM, said:
the role of a ecm kit fox is to run in solo.
not.
if you had proper enemies the fox would die so fast without any chance. you been lucky that it worked due to bad teamplay on enemy side.
Not sure why you feel the need to type in bad haiku, but at any rate, I knew they weren't there because someone else on my team had a UAV up at the other door. We didn't open alpha gate, I just jumped it. So I counted doritos on the other side and knew nobody would be waiting for me and the enemy team would be distracted when I sneaked in. We had 3 Hellbringers with ECM in the first wave so I wasn't concerned about ECM cover for the rest of the team.
But that's not what this thread is about, so please stay out of it if you're just going to say silly things that have nothing to do with the conversation. This is about how it just didn't feel right that I got 250k with premium time for playing tactically and being a key component of a win while I usually pull 800k (or more) when just shooting red things. Even that much score was because I wanted to make sure I qualified in this game and so I completely ignored omega with the rest of my 'mechs.
Edited by Zoid, 24 May 2015 - 03:35 PM.
#20
Posted 25 May 2015 - 12:04 AM
you already get more c-bills for doing that to WIN.
thats enough for me to do it.
because a win automatically gets more c-bills/exp than a loss.
also, to qualify for 80 points you need like 500damage and some assists.
if you win.
your last post made 2 things very clear:
we have too much ECM on the field now.
players want some extra cookies for doing stuff to win.
so basically, you already get more c-bills for destroying generators through the fact that you WIN.
then look at the final part of my post before.
i am satisfied with low scores if i can help the team to win.
makes me think about EVE online where Greed is Good.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users