Jump to content

Matchscore Calculation - A Suggestion


4 replies to this topic

#1 SirCotare

    Rookie

  • Ace Of Spades
  • 9 posts
  • LocationVienna

Posted 24 September 2015 - 03:14 AM

Hi!

Currently, Matchscore is heavily dependent on the damage done. There is no other single stat that contributes that much to it, thought it alone is no real indicator for skill. (http://mwomercs.com/...ed-for-science/)

A UAC boated DireWolf will almost always deal loads of damage, even without killing anyone, while another player might score 4-5 kills by head-shooting, getting someone from behind or accurate pinpoint damage. The latter will get far less Matchscore than the one I mentioned first and that is quite unfair since both are doing a good job in their own way.

I'd suggest, that when it comes to scoring a kill or assist, the remaining health percentage of the target should be take into account. So killing a 80% enemy would reward more points than a 30% victim.
That way, "surgical" game-play would also get rewarded. And it would also help lights to score higher.

It would really be a huge step to making PSR more representative. Currently it is not.

yours Cotare

(Edit: a more detailed example of my suggestion is found in post #5 of this thread: http://mwomercs.com/...ost__p__4723848, just a little below)

Edited by SirCotare, 26 September 2015 - 05:01 AM.


#2 Titmoszisz

    Member

  • Pip
  • Bad Company
  • 12 posts

Posted 24 September 2015 - 01:46 PM

Really?! http://kepkezelo.com...792g4qpbgee.jpg

Now it just counts the number of kills, nothing else!

#3 SirCotare

    Rookie

  • Ace Of Spades
  • 9 posts
  • LocationVienna

Posted 24 September 2015 - 10:33 PM

View PostTitmoszisz, on 24 September 2015 - 01:46 PM, said:

Really?! http://kepkezelo.com...792g4qpbgee.jpg

Now it just counts the number of kills, nothing else!


That's why I am suggesting to change that!

#4 Anachronda

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 293 posts

Posted 25 September 2015 - 03:30 PM

Something is very strange with matchscore and I think they have changed it again without telling us. That said PGI have NEVER explained how matchscore is calculated. They did recently make more things contribute to it, and basically said that now everything that awards xp or cbills will give matchscore. What they have not done is said how much they contribute and that's unclear anywhere.

They also have not explained what scores are required to affect PSR, and that seems to be very dynamic as opposed to a fixed range.

#5 SirCotare

    Rookie

  • Ace Of Spades
  • 9 posts
  • LocationVienna

Posted 26 September 2015 - 04:56 AM

View PostAnachronda, on 25 September 2015 - 03:30 PM, said:

Something is very strange with matchscore and I think they have changed it again without telling us. That said PGI have NEVER explained how matchscore is calculated. They did recently make more things contribute to it, and basically said that now everything that awards xp or cbills will give matchscore. What they have not done is said how much they contribute and that's unclear anywhere.

Indeed they never explained how matchscore is calculated. There are a few guys though who did extensive testing like those in the link I posted before (http://mwomercs.com/...ed-for-science/).

This is the chart from that post:
Posted Image

Though it might not be 100% accurate, there is one point that has one huge impact on matchscore and that's the "Damage". Half of it is directly added to your matchscore. That confirms what I always thought when they introduced the new matchscore.

So apart from the very small values you can earn, dealing damage is the only way to score big.

Example:

Locust, 3 kills from behind and 300 damage:

Matchscore = 150 (half damage) + 3*4 (killing blow) + 3*8 (solo kill) = ~186

DireWolf, 3 kills brawling and 600 damage:

Matchscore = 300 (half damage) + 3*4 (killing blow) + 3*8 (solo kill) = ~336


So what is the difference here? Well... the one has the matchscore they require for events now and the other does not. Though both basically did the same. The locust did it with a surgical backstab and the direwolf just used brutal force.

If we extend this example with the suggestion I made in the first post of this topic, the numbers change like this:
(Same conditions as before but assuming that the locust's targets died at ~85% total health and the dire's at about 50%)

Locust: 150 (half damage) + 3*85 (enemy life when they died) + rest = ~441

DireWolf: 300 (half damage) + 3*50 (enemy life when they died) + rest = ~486


As we can see, the matchscores are almost even now. So that's my suggestion!

(And of course you can extend that to kill assists too by only taking a small part of the remaining health into account.)

View PostAnachronda, on 25 September 2015 - 03:30 PM, said:

They also have not explained what scores are required to affect PSR, and that seems to be very dynamic as opposed to a fixed range.

Yes, that might be right. It may depend on how well both teams did in general that match.

Edited by SirCotare, 26 September 2015 - 04:59 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users