Acceptable Scores
#41
Posted 24 February 2016 - 08:15 AM
That is the point where your PSR does not go down if you lose, and goes up a medium amount if you win.
#43
Posted 24 February 2016 - 08:58 AM
#44
Posted 24 February 2016 - 09:08 AM
Thank you for all of the replies by the way.
#45
Posted 24 February 2016 - 10:03 AM
Seriously I like to do a couple of hundred but it depends on how the match goes. I've had matches with 2 or 3 kill under 150 damage and others with 1100 or 1200 and no kills (losses as well in some)
#46
Posted 24 February 2016 - 10:52 AM
Soultraxx, on 24 February 2016 - 09:08 AM, said:
Thank you for all of the replies by the way.
No problem. Keep in mind that if all your opponents reduce their armour to zero then damage would be irrelevant...which is how you should look at damage in itself within this game. Damage alongside Kills and Assists is what matters when focusing on importance and not just the damage factor.
Edited by m, 24 February 2016 - 10:55 AM.
#47
Posted 24 February 2016 - 11:16 AM
(And if you mean damage, then just call it damage. "Score" means match score.)
All you need to have a decent game is to carry your weight. If everyone on your team does that, then your team will win.
That's not 400 damage, or 500 damage, or more. It only takes ~250 damage* to destroy an enemy Mech, so if you're consistently doing 250 damage then you're taking one of the bad guys with you. And in the Solo queue, that's enough to show that you aren't a hindrance to your team.
If you're doing more than that, great! That means you're helping to make up for the derps on your team who can barely figure out how to torso twist and shoot themselves in the foot.
Personally, I wish they'd stop tracking Kills and switch to KMDD. Kills are meaningless. KMDD means you actually did the work, and if you happen to also get the Kill Shot then you're also awarded with a Solo Kill. But the real work is indicated by the KMDD.
*it actually takes a lot less than that for anything but an Assault, but we're assuming "average" players and not godsnipers. When I duel in mediums, the winner will usually have ~100-150 damage for example. But in a 12-vs-12 match you're going to also "waste" ~100 damage firing at other Mechs so something more like 250 total is a sign that you've carried your own weight.
#48
Posted 24 February 2016 - 01:03 PM
Roadkill, on 24 February 2016 - 11:16 AM, said:
For the most part I agree, and realistically it's all you can really judge your teammates by. However technically you are not just asked to carry your tonnage. You have to carry your PSR too. For example, I have a max tier 1 rating so when I get put on a team I'm saddling them with 4000 points on the PSR scale. To put this in perspective a Tier 4 player could be in the 800s. This means the other team will be balanced to counteract my score. If I only do as well as the Tier 3 guy on my team, I'm not actually pulling my weight because the MM expected me to carry harder.
Conversely a Tier 3 player surrounded by a team of Tier 1 players doing average means he's actually doing really well.
But like I said this is mostly academic because player ratings aren't shown, so it's difficult to know which player was expected to carry harder.
Edited by Jman5, 24 February 2016 - 01:42 PM.
#49
Posted 24 February 2016 - 01:20 PM
Jman5, on 24 February 2016 - 01:03 PM, said:
An excellent point, but as you said we have no way of knowing what other players' PSRs are so we can't really judge that on an end-of-game screen. Plus your "expected performance" would change from match to match depending on whether you are filling in for a Tier 3 match, or are just one of many in a full-on Tier 1 match.
So... yeah. It's complicated.
#50
Posted 24 February 2016 - 02:01 PM
not all mechs are meant for damage and not all are killers, and there are other mechs you need but arent good at either, like scouts. you know them for their high match scores but inexplicably low damage and kills.
if you damage you help others kill
if you kill you remove an obstacle from the path to victory
if you spot, scout, coordinate, or harass, you distract the enemy so others may damage or kill it.
the ratio of those players also seems to affect good games. if you have over 3 support or scout mechs, they are dead weight. you want at least a lance of killers (these are usually light hunters, back stabbers, crit seekers, or just plain kill stealers). the other 5 are mostly on damage. of course the lines blur when you approach victory.
#51
Posted 24 February 2016 - 02:36 PM
#52
Posted 24 February 2016 - 03:42 PM
Garfuncle, on 24 February 2016 - 02:36 PM, said:
Meaningless.
Kills don't mean anything. It's too easy to jack around with that stat. It's actually unfortunate that PGI tracks kills, because it makes players think that the stat holds some magical meaning. It doesn't.
K/D is highly dependent on your play style and role. Certain styles/roles will naturally have higher K/D ratios than others, yet aren't actually any more important to the team than any other.
As just one example, a sniper on a ridge providing fire support into the battle will naturally have a higher K/D ratio than either a brawler in the middle of the battle (because the brawler is far more likely to die every game) or a scout watching the flanks to ensure that the enemy isn't about to perform a pincher (because the scout's attention is at best divided, so not doing as much damage).
Kills can also be "stolen" by someone taking a last-second shot that destroys the enemy even though someone else did all the work to weaken that enemy. It's a terrible stat.
KMDD (Kill Most Damage Dealt) is better, because it at least negates kill stealing. But it is still role dependent so still not a great metric. Unfortunately, PGI doesn't track KMDD and only displays it on the end-of-game screen.
#53
Posted 24 February 2016 - 04:07 PM
Jman5, on 24 February 2016 - 08:15 AM, said:
That is the point where your PSR does not go down if you lose, and goes up a medium amount if you win.
Which 500 damage guarantees.
Not everyone will get 500 average damage per match, of course.
My most played mechs are sitting there, 600 on the dot for the WubShee (1003 matches), 560 for the Nova, 530 for the God-Quirk Cheetah (will drop when played again) and 604 for the Loki (range nerf=damage nerf past 400M, so also likely to marginally drop).
I'm disappointed with less than 400, but not all mechs can claim that. Mainly the sad robots.
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