

Reducing Ego-Play
#1
Posted 06 January 2016 - 08:09 AM
There have been some good trys of PGI to support and reward teamplayers.
My opinion is that there should be more.
Still it seems that getting a maximum of personal kills is the first objektive for the most mechwarriors.
When you look at the personal stats the most important stat seems to be the kill/death-ration (green > 1 oder red < 1). Not really lot others are shown in the Basic stats.
So I´ve following suggestions and wishes:
- Show also the kill assists in the basic stats
- Count "kill most damage dealt" a a kill or a half kill
- rise the xp and c-bill reward for TAG-Damage, NARCing, scouting and operating in lances
Of course not everyone will be changed to a teamplayer and a team-win-orientated warrior, but it will reward those who try.
How ever, I think PGI is doing great job and I hope they´ll continue this.
Greetings
#2
Posted 06 January 2016 - 08:12 AM
But people also need to be aware, if you are an a fast ECM mech with ER LLs, you could run around and pad your damage all day while the other team pummels your team with LRMs and other longer range weapons (not an issue in group queue, but solo queue can be an issue on certain maps) and that's not really the best use of your mech. Sure you might have top damage at they end of the match, but that's because you had free shots all game while your team was tanking the whole time.
Edited by Gas Guzzler, 06 January 2016 - 08:15 AM.
#3
Posted 06 January 2016 - 08:23 AM
Efficiency should be rewarded, but a lot harder to account for programmatically when you take things like assists etc into account than just straight up damage and kills.
Also positioning. Getting involved in the fight should be rewarded, whereas standing at the back hiding should not.
#4
Posted 06 January 2016 - 08:27 AM
Don't assume I look to be inefficient just because I am maximizing my damage output. That is why I noted that the damage is all going to important locations.
Edited by Gas Guzzler, 06 January 2016 - 08:28 AM.
#5
Posted 06 January 2016 - 08:31 AM
Gas Guzzler, on 06 January 2016 - 08:12 AM, said:
And
NextGame, on 06 January 2016 - 08:23 AM, said:

Try to inflict as much damage as possible to the other team, and when a weakness presents itself (like a cored ST in an XL mech), exploit it to kill an enemy as efficiently as possible. Both equally sound advice.
#6
Posted 06 January 2016 - 08:39 AM
That being said, as the pilot's front page snapshot, I would love to see the PGI guys archive current stats and introduce a new stats page that includes at least the following:
W/L ratio
KDR
Most kill damage done
Damage average
Assists per match average
Damage absorbed average
Team damage average
NARC damage done average (but only across matches actually played with NARC)
TAG damage done average (but only across matches actually played with TAG)
ECM protection (when ECM equipped)
Easily achievable and a more holistic spread of information that paints a better picture of player skill, achievement and tendencies.
There are probably a few more snapshot items that could be added, but these I think are a good baseline to start with.
Edited by Lukoi Banacek, 06 January 2016 - 08:40 AM.
#7
Posted 06 January 2016 - 08:39 AM
You can do <200 damage and still be the reason why your team won.
Examples:
1 - Narc Light mech.... shoot lasers, narc and run away to get the next target ready.
2 - Pulling a Rabbit - light mech gets on the enemies backs and gets their attention to the point of having more than 1 enemy chasing. He is splitting the enemy giving his team a better chance at engaging.
I agree there should be something else done to reward situations like this.
Some say a win is the reward, but they aren't usually on that pilots shoes and rack up a pretty penny from their assists and damage.
About the ECM light, now that ECM has a much smaller radius, it makes little to no sense to request a light's presence between all the assaults, getting in the way and taking damage it can't handle.
ECM lights should be scouting, spoting, tagging, narcing, providing intel, distracting the enemy (either directly or by base cap), droping uavs on the backs of the enemies... and so on.
If the team has a problem with LRMs or Direct Fired Shots... that's a problem about positioning, not about not having ECM around.
If you still believe ECM is that important, get a mech (not light mech) with ECM and run with it so you can feel safe while face-tanking the enemy in the open.
#8
Posted 06 January 2016 - 08:42 AM
Coring out an enemy mech means they will usually die on their next trade or spend the rest of the match hiding. Destroying the big guns on certain builds to greatly reduces their impact on the match. Any free damage, that sort of thing.
One of my favorite games I had +1400 damage and no kills. It may not have been the most efficient damage but the team locked them down from range and about 80% of that was free damage.
#9
Posted 06 January 2016 - 09:01 AM
The weight of damage in score isn't the worst thing, but it would be nice to have something like "NARC damage" or "TAG damage" where friendy missiles using your NARC/TAG score damage, the spotter shares in the credit for that damage.
#10
Posted 06 January 2016 - 09:03 AM
I wouldn't get rid of points for overall damage entirely but maybe if it weighted the points for damage to components that are worth destroying it would be perfect.
If we did this you'd see a lot of changes. First you'd see less lrm spam because the spread dmg wouldn't reward players as much and make them think they are actually helping their team. Two, people would see just how bad clan mechs really are about spreading damage all over the place and we might see a fix for clan ballistics and clan laser burn times.
#11
Posted 06 January 2016 - 09:07 AM
Crifuan, on 06 January 2016 - 08:09 AM, said:
There have been some good trys of PGI to support and reward teamplayers.
My opinion is that there should be more.
Still it seems that getting a maximum of personal kills is the first objektive for the most mechwarriors.
When you look at the personal stats the most important stat seems to be the kill/death-ration (green > 1 oder red < 1). Not really lot others are shown in the Basic stats.
So I´ve following suggestions and wishes:
- Show also the kill assists in the basic stats
- Count "kill most damage dealt" a a kill or a half kill
- rise the xp and c-bill reward for TAG-Damage, NARCing, scouting and operating in lances
Of course not everyone will be changed to a teamplayer and a team-win-orientated warrior, but it will reward those who try.
How ever, I think PGI is doing great job and I hope they´ll continue this.
Greetings
If you want to remove ego then remove all public displays of stats of any kind.
#12
Posted 06 January 2016 - 09:07 AM
#13
Posted 06 January 2016 - 09:13 AM

#14
Posted 06 January 2016 - 09:17 AM
Edited by nehebkau, 06 January 2016 - 09:17 AM.
#15
Posted 06 January 2016 - 09:22 AM
Or regroup and reinforce their position. Granted, your damage will be lackluster (unless you're a decent shot, unlike me), but hey. If the team wins, it's all good right?
#17
Posted 06 January 2016 - 09:38 AM
Gas Guzzler, on 06 January 2016 - 08:27 AM, said:
Don't assume I look to be inefficient just because I am maximizing my damage output. That is why I noted that the damage is all going to important locations.
Apologies, wasn't so much a reply to you specifically, rather that it triggered a general thought regarding damage dealing as I know that there are a lot of people who run around playing to maximise damage as the be all and end all shout about their numbers, as opposed to worrying about their team actually winning.
There are players that will sit and spread damage on 1 mech that they could just core out in a few seconds while their team is 4-2 down and otherwise pinned in a corner.
Edited by NextGame, 06 January 2016 - 09:42 AM.
#18
Posted 06 January 2016 - 09:41 AM
NextGame, on 06 January 2016 - 09:38 AM, said:
Apologies, wasn't so much a reply to you specifically, rather that it triggered a general thought regarding damage dealing as I know that there are a lot of people who run around playing to maximise damage as the be all and end all shout about their numbers, as opposed to worrying about their team actually winning.
Yeah, I wasn't sure, I just thought I better clarify

#19
Posted 06 January 2016 - 10:03 AM
- 855 damage game with 0 kills and 6 assists.
- 433 damage game with 2 kills and 4 assists.
Either way, the Narc XP and rewards need to be listed better. I've tried using it, even on Mechs that cannot benefit directly from it, and it rarely seems like a great investment.
Edited by StaggerCheck, 06 January 2016 - 10:04 AM.
#20
Posted 06 January 2016 - 10:21 AM

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