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Acceptable Scores


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#21 Xavori

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Posted 24 February 2016 - 03:33 AM

There are just way too many variables to give a good answer to this.

If you're running around with NARC or TAG, your damage can be less than 100 and you played a vital role on your team, or you wasted 30-40 tons of space that another player could have filled...either way really.

If you're running a SMP light harrassing heavies and assaults, you should be in the 300-500 damage range, even if you don't get any kills.

If you're in an assault with massive alpha damage, you'd better be over 500 or you failed.

If you're in a LRM boat, well, your damage is pretty much in the hands of your teammates ability to hit the R key.

I can keep going on...

But as a general rule, I look at 250 damage per mech as the minimum acceptable level. I don't play mechs that can't do that (ie. I never play tag or narc...just doesn't fit me). On the other hand, I'm perfectly happy playing lurmies or brawling or especially assassin mechs which can be feast or famine in a match.

#22 sycocys

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Posted 24 February 2016 - 03:40 AM

Don't really care, but a reasonably spread with all the structure buffs is about 275-300 average.

#23 Sjorpha

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Posted 24 February 2016 - 04:11 AM

**** happens, you get focused or assassinated or whatnot. If all pilots in a game are equally skilled some are bound to get **** scores anyways, someone has to die first even if everyone is doing the right thing for their team. The only reason some score above average is that someone else scores below average in the same match, and that will happen even in very even games.

There are much more interesting questions to ask: What did I do wrong? What should I have done instead? What am I good at? What do I need to practice more? What did we as a team do wrong? How could I have helped the team do better? What did the opponents do right that I can learn from? And so on.

Scores are useful to answer those questions, but it shouldn't BE the question in itself.

Edited by Sjorpha, 24 February 2016 - 04:12 AM.


#24 ShinobiHunter

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Posted 24 February 2016 - 05:00 AM

Unless there was a reason to do so little damage (spotting, capping, etc) I'm not happy unless I do 200+ in lights, 250 in mediums and heavies, and 300 in assaults.

#25 Idealsuspect

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Posted 24 February 2016 - 05:09 AM

View PostMister D, on 24 February 2016 - 12:34 AM, said:

If you got less than 100 damage in a light, that is your fault.
If you got less than 100 damage in a medium, that is your fault.
If you got less than 100 damage in a heavy, I'm willing to bet that is your fault too.
If you got less than 100 damage in an Assault, that is your team's fault for leaving you to die.


What you mean someone in an assaut mech even swarmed can't inflict 2 Alpha and it isnt his fault ?? Posted Image
( if your firepower, in a assaut mech, is under 50 damage it's definitivly your fault too )

#26 Malachy Karrde

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Posted 24 February 2016 - 05:15 AM

Acceptable damage for me depends on what mech I am in. If I am in my Dire Wolf, 600 plus is what I go for. Same with my Warhawks. If I am in something 60 to 80 tons, 450 to 500 is a good score. 50 to 60, 300 plus. Less than 50, you won't see me in anything that trashy unless it's my filler CW mech, the adder and I usually average about 300 in that too.

#27 Malachy Karrde

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Posted 24 February 2016 - 05:22 AM

View PostDV McKenna, on 24 February 2016 - 02:35 AM, said:

High damage scores are an indicator of two things either your team were junk and you carried with more than 6 kills or you were bad and spread damage.

Killing mechs quickly and efficiently is what you should strive to do


This isn't true. I usually have 600 plus damage with my Dire wolf and usually 3 or 4 kills and kmdds. Most mech I engage go down in 5 to 10 seconds.

#28 NextGame

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Posted 24 February 2016 - 05:23 AM

A win, a kill, and a kill most damage dealt. Means you have pulled your weight.

Damage doesn't really matter so much if you are efficient at killing and your objective is simply to win, although it is nice for the XP/Cbills

Edited by NextGame, 24 February 2016 - 05:24 AM.


#29 Widowmaker1981

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Posted 24 February 2016 - 05:31 AM

View PostDV McKenna, on 24 February 2016 - 02:35 AM, said:

High damage scores are an indicator of two things either your team were junk and you carried with more than 6 kills or you were bad and spread damage.

Killing mechs quickly and efficiently is what you should strive to do


I constantly see this parroted, and it completely ignores defensive skill as a factor. Sure, as a gunner you should be trying to get your damage in one place, but as a target you should be trying to spread it. Given somewhat balanced levels of pilot skill, even the best are going to spread damage, because they are shooting at the best too.

Big damage numbers do not mean you suck. If you do 1k dmg with direct fire weapons in a game, you carried and i don't care if you happened not to get any killshots.

#30 Malachy Karrde

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Posted 24 February 2016 - 05:44 AM

View PostWidowmaker1981, on 24 February 2016 - 05:31 AM, said:


I constantly see this parroted, and it completely ignores defensive skill as a factor. Sure, as a gunner you should be trying to get your damage in one place, but as a target you should be trying to spread it. Given somewhat balanced levels of pilot skill, even the best are going to spread damage, because they are shooting at the best too.

Big damage numbers do not mean you suck. If you do 1k dmg with direct fire weapons in a game, you carried and i don't care if you happened not to get any killshots.
I don't care what weapons they use. 1000 LRM damage is still 1000 damage and they carried their weight. Even if you spread your damage you make it easier for someone else to kill your target.

Edited by Malachy Karrde, 24 February 2016 - 05:45 AM.


#31 Widowmaker1981

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Posted 24 February 2016 - 05:49 AM

View PostMalachy Karrde, on 24 February 2016 - 05:44 AM, said:

I don't care what weapons they use. 1000 LRM damage is still 1000 damage and they carried their weight. Even if you spread your damage you make it easier for someone else to kill your target.


Yeah, its true, but in order for Direct fire to get damage they have to present themselves to the enemy as a target, which takes heat off their teammates, whereas LRM boats tend to hide behind hills, denying their team the use of their armour, so i still don't like LRM boats on my team. (though i wont have a go at them, and i will hold locks when possible)

Edited by Widowmaker1981, 24 February 2016 - 05:50 AM.


#32 Lugh

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Posted 24 February 2016 - 05:58 AM

Win or lose. Did you do better than the other 11 people? Yes Good. No. Work to improve.

#33 panzer1b

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Posted 24 February 2016 - 06:15 AM

My personal standards are at least 200 damage per game unless im playing joke builds (although after flamer damage nerf i dont reallyt do those anymore). Also, that 200 damage has to actually go into killing people, and since i usually play high alpha lazor boats when im even somewhat competitive, 75% of th time all the damage i do goes straight into someone's CT (either killing their armor or if i manage to get behind something outright 1 shots them). If i get 2 or so kill most damage (on some games i get in excess of 4-5 KMD too), it was a good game as my mech regardless of weight class went into taking out more then 1 enemy player.

The only time i view raw damage as a major performance component is in pure support mechs or snipers that have a tough time getting raw kills. Mechs like my shadowcat are pretty much pure suipport since the sadcat cant really get up close effectively, and in this case im happy with a solid 500 damage which i do consistently in pubs (well i still get those terrible games where im the last man alive vs 10 players but even then its usually a minimum of 300 or so damage).

As for lights, im happy if i did plenty of spotting and helped my team despite not doing as much daw damage to people. That said, i usually get over 300 damage in my cheetah which currently runs 1 ERLL, 1 ERML, and 4 ERSLs, and most games i get at least 1 KMD when you catch some direwolf that was left behind by the team and cant to jack against a light.

That said, i do play this game for fun, and while the above is what i consider a decent game, i do not actually play for scores at all, just to kill the hordes of red noobs.


Ohh, and i consider LRM damage to be effectively half if not less then normal direct fire since you cant tell all your LRMs to only hit their CT or whatever component you need to hit. Im not one to utterly bash lrm boats since a well played one can and is useful, but generally speaking id rather have someone die from 100 damage all to the CT, rather then 500 damage all over their mech in the form of lurming.

Edited by panzer1b, 24 February 2016 - 06:18 AM.


#34 m

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Posted 24 February 2016 - 06:26 AM

I created an equation and wrote software years ago (that is in my signature) to alleviate any sort of heated discussions or arguments around this kind of topic. It presents a single solitary value that measures your balance between kills, assists, and damage over the period of an hour in one mech because there is no perfect figure.

If you don't want to use my software then I suggest to you to shoot the enemy to help teammates whenever you can to build up your assists, try to live long enough to destroy at least 1 enemy mech, and to use your time effectively and efficiently, in at least one hour, to put out a significant balance between damage, kills, and assists, in your best mech that works well with your playing style.

Regardless of class, if you are able to decrease the enemy teams' numbers, or assist in decreasing the enemy teams' numbers, damage can be seen as somewhat irrelevant as it is a varying constant (For example: Lethal Cockpit Damage presents low damage on the scoreboard but can present a quick kill, and can present an assist by assisting a teammate with an enemy with a ready-to-kill target). This is due to the fact that all parts of a mech, in any class, do not always carry consistent health over time, are not presented the same opportunity to hit a target over time, as well as not being presented the same mech over time as a target. The only constant that can be created is you in selecting your best mech over time and attempting to strive and do well over time in destroying the enemy team and assisting your team by lessening the match time.

Edited by m, 24 February 2016 - 06:39 AM.


#35 Lostdragon

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Posted 24 February 2016 - 06:38 AM

300 damage is the minimum performance I expect personally in a light or medium and 400 damage in a heavy or assault. If I do that with a KMDD then I feel I've done my part, win or lose. If everyone on your team does 300 damage it is pretty hard to lose.

#36 KodiakGW

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Posted 24 February 2016 - 07:00 AM

View PostDV McKenna, on 24 February 2016 - 02:35 AM, said:

High damage scores are an indicator of two things either your team were junk and you carried with more than 6 kills or you were bad and spread damage.

Killing mechs quickly and efficiently is what you should strive to do


This. I was in a group drop yesterday with my team and another highly rated 3 man. Assault, which ended up pretty much a Skirmish. Not one person got over 400 damage. In fact, an number of people did less than 200 damage. Yet the score was 12-2. We did successful XL checks on IS mechs, and cored CT on Clan mechs.

I've seen videos of Tier 1 players where they are stripping every last component off an Atlas when they could easily have come behind and cored it from the back. I've seen posts by people with over 1,000 points of damage and less than 3 kills, and think "LRM boat spam?"

It seems that when you get the kill shot on a mech, your damage number increases significantly. So damage number is not the end all number. Everyone should be focused on dropping a mech as efficiently as possible. Many times I end a game with 3 Kill Most Damage Dealt and one kill, and know that one kill was a steal. Just means I did the coring in three cases, and someone finished it off. Therefore, getting the damage multiplier from the kill. But, it was an efficient kill.


#37 mogs01gt

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Posted 24 February 2016 - 07:01 AM

I dont care about damage, only kills.

#38 4rcs1ne

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Posted 24 February 2016 - 07:26 AM

If you're in a light, you should pulling at least 350 damage.

If you're in a medium, you should be pulling at least 475 damage.

If you're in a heavy, you should be pulling at least 500 damage.

If you're in an assault, it really depends on the team you get.

#39 Nightmare1

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Posted 24 February 2016 - 07:44 AM

View PostSoultraxx, on 24 February 2016 - 12:23 AM, said:

Hello all

(from this point on when I refer to scores I mean damage)

Ive had a run of ups and downs recently in-game with scores ranging from an embarrassingly low 63 to the occasional 800+ and even rarer 1000+. I realise it’s not all about damage, but humour me please.

That being said, I know that I don’t see those kind of scores on a regular basis and I thus I set myself a damage target that I like to achieve each match. If I fall below it I feel like I’ve not contributed (unless I got multiple kills) and if I match or exceed it Im happy.

For me this target is 300 in mediums, 350 in lights and heavies and 450 in assaults. I like to aim for two kills, but am happy with one. Ok, I’m not exactly reaching for the stars here, but for me it’s a realistic target given that Im a casual player that plays only in the pub queue.

I was wondering what you would consider to be an acceptable score in game for


a) Yourself?
Posted Image For others?
c) Do you even care?

If you dont mind sharing it, it would be interesting to include your tier in your reply to see what affect tiers have on expectations.


Your thoughts, replies, suggestions etc welcome.


I think you set decent damage goals, particularly if you're getting those 2 kills.

For me personally, I want 400 damage, minimum, regardless of my Mech and weight class. If I don't make 400 damage then I messed up royally. As for kills, I want 2 per match to keep my Kills per Match up.

#40 Doman Hugin

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Posted 24 February 2016 - 08:01 AM

Matches go good or bad, my scale works for both.

My aim is to be in the top 1/2 of match score on scoreboard in a light or medium, and top 1/3 in heavy or assault.





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