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How Much Damage Is Good Damage?


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#81 Escef

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Posted 13 June 2015 - 02:34 PM

Really depends a lot on the build. I've broken 1000 a couple times with a 2xGauss/2xERPPC King Crab. And being perfectly frank, breaking 1000 with that build means I was placing my shots poorly. Yeah, I was consistently hitting, but my ability to put those shots where they'd do the most good was crap. Hell, I must have wasted almost 400 damage dismembering a Timber Wolf because he kept dodging and weaving and torso-rolling.

#82 lsp

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Posted 13 June 2015 - 06:33 PM

If you don't consistantly put out over a thousand damage, you're a scrub and you suck. You should be doing 5000 damage a match.

Edited by lsp, 13 June 2015 - 06:35 PM.


#83 ArchAngelWC

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Posted 13 June 2015 - 07:00 PM

View PostJman5, on 12 June 2015 - 02:39 PM, said:

Over the years there has been a lot of back and forth about what sort of damage numbers people should aim for if they want to do well in Mechwarrior Online. 150? 200? 250? 300? More? With the influx of Clan XL engines and the many hitpoint quirks out there, we're likely at a high water mark of damage required to win a typical game. While most people would agree that a light should not be expected to do as much damage as an assault, but there aren't really any concrete numbers about what sort of damage an average Light or Assault on the winning team does.

Between games I started marking damage numbers of the assaults, heavies, mediums, and lights and split it between the losing team and winning team. This was done in the solo queue and all 3 game modes. I skipped over weekend event numbers to avoid any weirdness. Overall I recorded about 1,400 damage scores. Without further ado, here are the average* damage numbers.

Average Damage for a Winning Player by Weight Class
  • Lights: 196
  • Mediums: 312
  • Heavies: 333
  • Assaults: 383
There you have it. While I wasn't really surprised by the anemic light damage, I was surprised at how high the other three were. So next time you want to lash out at your team for being the ultimate noobs, consider whether or not you carried your own weight first.

If you're curious, the average damage for a losing player by weight class is

Light: 131.5
Medium: 170
Heavy: 232
Assault: 273

Fun Fact: If you compare average winner and loser damage of each weight class, the medium class had the greatest gulf. Does this mean that your team's medium performance is the most important make or break weight class in the solo queue? Or is it just an anomaly that will eventually even out? I don't know.

* Ok I said average, but technically I calculated median. It's basically the same thing except median is better if you want to cut through outliers on the high or low end.


Lights are a mixed bag...if you are doing your job you are scouting and providing an accurate view of the battlefield to your comrades...which oft means not firing as the second you do you have to break visual contact with the enemy lol
soo choice anemic dmg for you and phat dmg for anything with lrms and possibly all the visually impaired people on your team...or you can aggressively divert the enemies attention at oppertune moments lol

#84 Tarl Cabot

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Posted 13 June 2015 - 07:09 PM

View PostJman5, on 12 June 2015 - 03:59 PM, said:

322 damage because on average you have more assaults and fewer lights.

That generally excludes ammo explosions :) And for lights, who tend to get their punches in on already damaged mechs (or distracted pilots) many are more likely get get those ammo explosions for those mechs carrying said equipment.

#85 LordKnightFandragon

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Posted 14 June 2015 - 03:58 AM

View PostBishop Steiner, on 13 June 2015 - 01:13 PM, said:

A lesson I have yet to learn. I fight to win, not farm cbills.

I probably cost myself a lot of epeen by being efficient.



Yeah, basically me to. I think it is sooooo beyond ********, that in order to get paid, we gotta farm.....

#86 Elizander

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Posted 14 June 2015 - 04:13 AM

If ELO expects you to carry hard, 800 damage might be the bare minimum.

#87 LordKnightFandragon

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Posted 14 June 2015 - 04:59 AM

View PostElizander, on 14 June 2015 - 04:13 AM, said:

If ELO expects you to carry hard, 800 damage might be the bare minimum.


If you gotta carry hard, if you score any less then about 12 kills, you didnt do enough. Ive seen WoT games where my dad and uncle kill like 10 between them and its not enough. Or where my dad kills 8 and its not enough. Hell, ive done 9 and lost...ofc, in a tier 1...but still lol.

#88 Fiona Marshe

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Posted 15 June 2015 - 02:55 AM

The best light pilot should have scored 0 damage. Because he wasn't seen, spotted the enemy and directed the brawlers onto the target.

The game doesn't reward that, of course, so they need to wade in and rack up some assist damage.

My Spider-5D "faux-urbie" would regularly rack up only 100 damage or so. But with a full EW loadout, it is a master of team support, which leads to a team win.

#89 Kotzi

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Posted 15 June 2015 - 03:15 AM

Unfortunately PGI does not want lights to do anything else than damage. Neither equipment- nor rewardwise. Imagine UAV´s not as cbill sinks but as an equipment. Like narc, 3 tons the uav launcher 1 ton ammo equals 10 uav´s. Duration has to be capped though but still you could be a great asset as a scout. Being able to deliver vital information for your team. But with the existing system at the moment if you dont strap as much firepower as possible you are doing it wrong in most lights.

#90 Joseph Mallan

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Posted 15 June 2015 - 03:19 AM

300+ is good. Thats 3600 points of armor. 12 Atlas have over 7200 and there are at most (usually) 4 assaults so yeah 300+ is good damage.

#91 Haji1096

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Posted 15 June 2015 - 04:02 AM

View PostJman5, on 12 June 2015 - 02:39 PM, said:

Over the years there has been a lot of back and forth about what sort of damage numbers people should aim for if they want to do well in Mechwarrior Online. 150? 200? 250? 300? More? With the influx of Clan XL engines and the many hitpoint quirks out there, we're likely at a high water mark of damage required to win a typical game. While most people would agree that a light should not be expected to do as much damage as an assault, but there aren't really any concrete numbers about what sort of damage an average Light or Assault on the winning team does.

Between games I started marking damage numbers of the assaults, heavies, mediums, and lights and split it between the losing team and winning team. This was done in the solo queue and all 3 game modes. I skipped over weekend event numbers to avoid any weirdness. Overall I recorded about 1,400 damage scores. Without further ado, here are the average* damage numbers.

Average Damage for a Winning Player by Weight Class
  • Lights: 196
  • Mediums: 312
  • Heavies: 333
  • Assaults: 383
There you have it. While I wasn't really surprised by the anemic light damage, I was surprised at how high the other three were. So next time you want to lash out at your team for being the ultimate noobs, consider whether or not you carried your own weight first.

If you're curious, the average damage for a losing player by weight class is

Light: 131.5
Medium: 170
Heavy: 232
Assault: 273

Fun Fact: If you compare average winner and loser damage of each weight class, the medium class had the greatest gulf. Does this mean that your team's medium performance is the most important make or break weight class in the solo queue? Or is it just an anomaly that will eventually even out? I don't know.

* Ok I said average, but technically I calculated median. It's basically the same thing except median is better if you want to cut through outliers on the high or low end.


Did you take out trial mech damage scores ? What about disconnects ? The sample size is large enough so that its probably just noise, but if you take out the above two it might give a more "realistic" number.

#92 Elizander

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Posted 15 June 2015 - 04:56 AM

A bad example of damage would be what I had a couple of matches ago. I did 360+ but it was just a 1 kill 1 assist match (I only did about 15-20 on the assist). Given it was an Ilya rattling my Grid Iron up-close with a Firestarter backing it up on a 1v2 so I really didn't have the luxury of taking the time to aim so my damage was spread around between the Ilya's RA/RT/CT before I killed it then scared off the Firestarter. Was twisting a lot to protect my poor Gauss. :ph34r:

#93 ZippySpeedMonkey

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Posted 15 June 2015 - 05:03 AM

Sad part is that I'm averaging 500+ in a light...

#94 Jman5

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Posted 15 June 2015 - 10:23 AM

View PostHaji1096, on 15 June 2015 - 04:02 AM, said:


Did you take out trial mech damage scores ? What about disconnects ? The sample size is large enough so that its probably just noise, but if you take out the above two it might give a more "realistic" number.

No. It would be impossible for me to differentiate trial mechs and regular champion variants. As for disconnects. I initially removed 0 damage mechs but I soon realized that many of them were people who simply got smashed. All in all, there were very few 0 damage scores. I counted 21 in total out of over 1,400 scores.

#95 Mcgral18

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Posted 15 June 2015 - 10:32 AM

View PostJman5, on 15 June 2015 - 10:23 AM, said:

No. It would be impossible for me to differentiate trial mechs and regular champion variants. As for disconnects. I initially removed 0 damage mechs but I soon realized that many of them were people who simply got smashed. All in all, there were very few 0 damage scores. I counted 21 in total out of over 1,400 scores.


Would it be possible to remove the 0-180 damage scores and see how that affects it?

Or just sub 100.

#96 Kristov Kerensky

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Posted 15 June 2015 - 10:40 AM

View PostMcgral18, on 15 June 2015 - 10:32 AM, said:


Would it be possible to remove the 0-180 damage scores and see how that affects it?

Or just sub 100.


Not sure that's a viable mechanic, I've gotten 4 kills without breaking 200 damage, all solo kills and kills most damage, head shots on 2 of those, rear armor side torso XL on the other 2, some of us go for the quickest possible kill, not the most damage. I've had headshots stolen from me, I did the initial 30 damage to open it up and someone got that last 3 top blow the cockpit, or blown open the rear side torso on a Raven only to have someone else get the final blow, very little damage done in those cases, but that damage was far more important than the Atlas who dumped 500 damage for 2 assists and no kills.

33 damage kills a Mech, any Mech, so anything beyond that really means your aim needs work. My Lights are 70 to 150 damage per kill currently, 200 average for everything but my Atlases which are 393. I need to work on my aim, but as I said earlier in the thread, I do tend to use LRMs and SRMs a lot, so the numbers aren't TOO bad, still could be a lot better with my Atlases.

#97 Nightmare1

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Posted 15 June 2015 - 10:44 AM

...Somebody needs a girlfirend or a new hobby badly. While all those stats and such are cool, I feel kind of sorry for Jman. He must have a lot of spare time on his hands! ^_^

That being said, I think the stats are fairly accurate based on what I see in-game. I don't think that they are particularly good benchmarks for which players would be shooting though. I would recommend 250 damage as a minimum for Lights, with 400 damage as a min for Mediums. Heavies and Assaults should deal at least 600 and 700 damage apiece, I feel.

This varies based on team coordination. If the team focus fires on specific components and roles the enemy, then nobody will have the time necessary to accrue those damage scores. However, in a balanced, protracted match those are the scores that I feel are reasonable to the weight classes.

#98 Jman5

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Posted 15 June 2015 - 11:07 AM

View PostNightmare1, on 15 June 2015 - 10:44 AM, said:

...Somebody needs a girlfirend or a new hobby badly. While all those stats and such are cool, I feel kind of sorry for Jman. He must have a lot of spare time on his hands! ^_^

Says the guy with 4,384 forum posts. :).

#99 Nightmare1

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Posted 15 June 2015 - 11:37 AM

View PostJman5, on 15 June 2015 - 11:07 AM, said:

Says the guy with 4,384 forum posts. :).


Since 2011? Comes out to about three a day; most of those forum bumps for a Unit thread that's now defunct. ^_^

#100 LordMelvin

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Posted 15 June 2015 - 11:52 AM

I scale my average damage by my performance in a match. I've gotten 5 kills with 200 damage in an Urbanmech and 800 damage with no kills in the same mech. If I do over sub-500 damage but I strip several components to internals I count that as a good match since it gives my teammates the opportunity to secure kills.





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