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Remove Kill Stat / Add Most Damage Done Stat Instead


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Poll: Remove Kill Stat / Add Most Damage Done Stat Instead (33 member(s) have cast votes)

please vote after you read !

  1. I agree (18 votes [54.55%] - View)

    Percentage of vote: 54.55%

  2. I do not agree (15 votes [45.45%] - View)

    Percentage of vote: 45.45%

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#1 Ronson

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Posted 22 December 2014 - 03:10 PM

Being a team based game , it should not matter who got the most kills.



So,

If the kill stat from the score board is removed , then the game would be totally different because people would actually have to learn team work , and still fulfill the main objective , which is winning the match , but with a more team based work to get there, without hoping to get last hit kill. I know there is a damage done stat , but is not the main one .


Short : Make the Damage Done Stat the main stat when getting the match reward , and totally remove the kill stat from the reward system , keep it there only for K/D ratio , as a "personal skill" measurement .




I've read other topics , where people raged about kill steal , and i saw a smart guy who suggested the removing of Kill Stat from the score . And i totally agree with him. Can't remember his name ... :((

This change would also make this game more unique compared to other team based tactical FPS , would also change the perspective of the game by 180*


Just think about it before flaming or contra arguing , i was also skeptical at first.




p.s. I am sorry if other people made a topic like this , and i did not check.

Edited by Ronson, 26 December 2014 - 05:05 AM.


#2 Ursus_Spiritus

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Posted 22 December 2014 - 03:46 PM

Leave the solo queues for solo drops and solo focus.

Have the CW and Team/group/unit drops be just that.

#3 xJohnWolf

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Posted 22 December 2014 - 10:20 PM

Makes sense... but also include solo kill stat. Better overall stat tracking should be a thing. I agree that it is odd to see someone get so many "stolen" kills count in their stats. But, hey, that's the current game. I would love to see a better account of actual game effort and effect.

EDIT: I don't actually agree with removing the Kill stat entirely though. Just adding some more stat tracking.

Edited by xNoSkillz, 22 December 2014 - 11:12 PM.


#4 Ronson

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Posted 26 December 2014 - 12:54 AM

can i please say Bump ?

#5 Dagadegatto

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Posted 26 December 2014 - 05:07 AM

I think the kill should be awarded to the player who did the most damage. The pilot who dealt the killing blow should be awarded a kill assist.

TL;DR:
Most damage = kill
killing blow = assist

#6 Capt Deadpool

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Posted 25 April 2015 - 06:19 PM

View PostDagadegatto, on 26 December 2014 - 05:07 AM, said:

I think the kill should be awarded to the player who did the most damage. The pilot who dealt the killing blow should be awarded a kill assist.

TL;DR:
Most damage = kill
killing blow = assist


I agree, bump to this.

It is frustrating in matches where you have 5 "most damages" and 0-2 kills. And you have cherry pickers who steal your kills and don't do much damage.

More CB/xp for "most damage" and display instead of or in addition to kills PLEASE!

#7 Capt Deadpool

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Posted 28 April 2015 - 09:47 AM

I think this would help team play in PUGs quite a bit!

#8 Spleenslitta

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Posted 28 April 2015 - 11:30 AM

View PostDienekes001, on 28 April 2015 - 09:47 AM, said:

I think this would help team play in PUGs quite a bit!

I agree.
I sometimes feel frustrated when i send off a PPC shot at a random enemy i know nothing about.
I just know he is an enemy...then suddenly i'm a "kill stealer"

#9 Fireeagle

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Posted 30 April 2015 - 03:31 PM

theres also another thing which seems to be a lil bit odd: light mechs and getting points should be scaled to what kind of weapon they are carrying!

#10 Troutmonkey

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Posted 30 April 2015 - 06:56 PM

A mech isn't dead until it's dead. If you unlocked 300 damage on someone and they get away, they're still a threat.

The pilot who gets the kill ends the threat. Be greatful to your light pilots for finishing the job, because without them that threat could still take down some of you with them.

#11 Dagadegatto

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Posted 01 May 2015 - 05:37 AM

View PostTroutmonkey, on 30 April 2015 - 06:56 PM, said:

A mech isn't dead until it's dead. If you unlocked 300 damage on someone and they get away, they're still a threat.

The pilot who gets the kill ends the threat. Be greatful to your light pilots for finishing the job, because without them that threat could still take down some of you with them.


Everything you wrote is true.

OP suggested lowering the point value of a killing blow and increasing the value of damage as a way to move focus away from kill-hunting. The damage done over the course of a match gives a more consistent and accurate view of a pilots contribution to the fight when compared to number of killing blows. That is not to say that finishing off a mech is not important or valuable.

#12 Appogee

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Posted 01 May 2015 - 06:05 AM

I agree with the idea of taking the focus of "last point of damage that scored the kill".

However, what would happen in practice is that inefficient MechWarriors who splash damage around and have poor aim (I'm looking at you, LRM spammers) would end up getting the better stats. And that just ain't right.

I'd rather have guys on my team who can deliberately target enemy Mech vulnerabilities, and exposed sections, to kill enemies quickly. In fact, a kill that required the least damage would be a greater indicator of skill.

#13 Elendil

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Posted 27 April 2016 - 12:41 PM

View PostAppogee, on 01 May 2015 - 06:05 AM, said:

I agree with the idea of taking the focus of "last point of damage that scored the kill".

However, what would happen in practice is that inefficient MechWarriors who splash damage around and have poor aim (I'm looking at you, LRM spammers) would end up getting the better stats. And that just ain't right.

I'd rather have guys on my team who can deliberately target enemy Mech vulnerabilities, and exposed sections, to kill enemies quickly. In fact, a kill that required the least damage would be a greater indicator of skill.

That's true, but the purpose of LRMs is to weaken a mech at range so that it's easier to kill by the time it gets close. It's inefficient, but valid.

I mean, in theory. In practice it's mostly to hide at the back so less skilled people can try to contribute without getting creamed at the front, with a net result of not actually accomplishing anything useful.





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