Jump to content

How To Tell If I'm Doing Well?


86 replies to this topic

#21 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 28 July 2016 - 12:52 AM

View PostCavendish, on 28 July 2016 - 12:15 AM, said:

Question:

Is damage and kills really the only way to measure a good pilot?

What about if you scout, provide NARC and TAG for LRMs,counter enemy ECM and mark enemies so that your team can respond properly?

If you as a light stick to those two Dire Wolves to keep them safe from hit and runs and provice ECM cover while they brutalize the other team?

Neither of those two examples will net you huge damage and/or kill numbers, but I would argue that you are still "pulling your weight" in the team.

Edit: Yes, I like playing lights Posted Image

Any good players will be doing the secondary things needed while at the same time doing good damage and getting kills.

#22 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,444 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 28 July 2016 - 12:56 AM

Best way to tell if you're good or not is to follow these two simple guidelines:

1) Look at your PSR - If you are tier 3 or above, you are good. If you are tier 4 or 5, you could use some training.

2) If you can kill another mech in close combat, don't get butt-***** by lights from behind, and have taken out the same chassis mech in 1 on 1 combat, or at least the same weight class mech (such as light vs. light, or assault vs. assault, or say Executioner Vs. Executioner) - your good.

If you meet your evil twin on the field and get annihilated regularly, you could use some training.

#23 meteorol

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,848 posts

Posted 28 July 2016 - 01:07 AM

View PostQuinn Allard, on 27 July 2016 - 12:50 PM, said:

We've had a lot of discussion in our large Merc Unit about what it means to be a Team Player, and we widely agreed that 300+ damage is considered "pulling your weight". Over 500 consistently you are a good pilot. Over 700 consistently and you're an exceptional pilot. Over 1000 consistently you're an Elite Pilot. If you are consistently over 1400 then you're Godlike and in the top .5%. So generally speaking 300-350+ and you're aren't holding your team back. Now everyone every once and awhile has a crappy game. Just as long as you can consistently put up atleast 300-350 damage.


Over 1000 consistently to be an Elite Pilot? Lel. So this game has like... one Elite Pilot, which would be Kaffeeangst, using a KDK 3 every single drop he Plays. Can't really think of any other top Tier Pilot averaging above 1k. On the other hand , non of them is only using the KDK 3 afaik.

"Constantly" over 1400 is far from reality, especially when using anything but a kdk 3. Proton is considered to be the best Player there is by (by many, though everything is debatable) and he averages nothing even close to 1400 dmg.

Sorry, but you just pulled those numbers out of your hat, and they don't make much sense tbh.

#24 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 28 July 2016 - 01:10 AM

View PostOznerpaG, on 27 July 2016 - 03:51 PM, said:

meta is myth - comp teams have specific mechs that fill very specific roles within their team strategy, and there are mechs are 'meta' for those very specific roles. in PUGland there's no team strat, so no meta.....or PUGland meta = the mech you most enjoy playing to get what you consider decent results


W/L in PUGland is going to be about 50/50 overall unless you an elite 'match carrier'


for me, if i got top 3 damage on my team or 2+ kills in the match win or lose then i did great



Meta in puglandia is using the highest performing weapon systems with the most ideal chassis for delivering the weapon systems into battle with intent of being as self reliant as possible.

For example...

an Arctic cheetah with ECM and 6 sml pulse lasers is light mech meta for quick play puglandia.

An arctic cheetah with a UAC2 and 2 ER Medium Lasers is NOT pug meta.

#25 Cavendish

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 410 posts
  • LocationSweden

Posted 28 July 2016 - 01:27 AM

View PostXX Sulla XX, on 28 July 2016 - 12:52 AM, said:

Any good players will be doing the secondary things needed while at the same time doing good damage and getting kills.


I would argue that if you stick to close support of your assults your damage will not be anywhere near what you could produce if freeroaming.

On the other hand I assume this might be a difference between puglandia and group play. In puglandia the assults are usually left behind the "herd" so you will not get into the action as fast if you stick with them. When I played organized the team moved as a unit and that allowed you to be way more efficient even on escort duty.

#26 Satan n stuff

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,508 posts
  • LocationLooking right at you, lining up my shot.

Posted 28 July 2016 - 02:47 AM

View PostQuinn Allard, on 27 July 2016 - 12:50 PM, said:

We've had a lot of discussion in our large Merc Unit about what it means to be a Team Player, and we widely agreed that 300+ damage is considered "pulling your weight". Over 500 consistently you are a good pilot. Over 700 consistently and you're an exceptional pilot. Over 1000 consistently you're an Elite Pilot. If you are consistently over 1400 then you're Godlike and in the top .5%. So generally speaking 300-350+ and you're aren't holding your team back. Now everyone every once and awhile has a crappy game. Just as long as you can consistently put up atleast 300-350 damage.

Damage numbers don't mean much without factoring in mech builds. A dakka build might need 2-3 times as much damage to actually kill something as a wub or PPFLD build would, for example.
If I managed to get over 1400 damage in my Wubhammer I'd have to ask what the hell the rest of my team was doing, since I clearly just won the match by myself.

#27 jss78

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,575 posts
  • LocationHelsinki

Posted 28 July 2016 - 02:52 AM

I'd say a good metric is the end-game screen, and your ranking among your team (using either match score or damage). If you're typically above average among your team, then your team is benefiting of your presence.

I'll give some leeway to lighter 'mechs and demand a little bit more from heavier 'mechs. The match score is very damage-centric, and all things being equal heavier 'mechs do more damage.

#28 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 28 July 2016 - 02:57 AM

Look at your Win/Loss ratio over the span of 500+ games. If it is above 1.5 you are good.

#29 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 28 July 2016 - 04:05 AM

View PostPhoenixFire55, on 28 July 2016 - 02:57 AM, said:

Look at your Win/Loss ratio over the span of 500+ games. If it is above 1.5 you are good.


Especially if one only plays Solo-Q.

#30 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 28 July 2016 - 04:08 AM

View PostEl Bandito, on 28 July 2016 - 04:05 AM, said:

Especially if one only plays Solo-Q.


Not especially. W/L is only relevant when it is solo queue exclusively.

Edited by PhoenixFire55, 28 July 2016 - 04:09 AM.


#31 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 28 July 2016 - 04:16 AM

View PostCavendish, on 28 July 2016 - 12:15 AM, said:

Question:

Is damage and kills really the only way to measure a good pilot?

What about if you scout, provide NARC and TAG for LRMs,counter enemy ECM and mark enemies so that your team can respond properly?

If you as a light stick to those two Dire Wolves to keep them safe from hit and runs and provice ECM cover while they brutalize the other team?

Neither of those two examples will net you huge damage and/or kill numbers, but I would argue that you are still "pulling your weight" in the team.

Edit: Yes, I like playing lights Posted Image


It's easy to tell if what you are doing is working or not, we have leaderboards and you can check your own stats page/track them (because FP basically breaks your stats)

If your W/L ratio is high then you are objectively pulling your weight. If not then you are just a weight.

View PostPhoenixFire55, on 28 July 2016 - 04:08 AM, said:


Not especially. W/L is only relevant when it is solo queue exclusively.

Mostly agree with that. Leaderboard for next season needs to be split or just have solo only leaderboard
(I don't really care what my stats are in the group queue because reasons. Like there isn't any MM and so on)

Edited by Ghogiel, 28 July 2016 - 04:16 AM.


#32 PyckenZot

    Member

  • PipPipPipPipPipPipPip
  • Mercenary Rank 7
  • Mercenary Rank 7
  • 870 posts
  • Google+: Link
  • Facebook: Link
  • Twitter: Link
  • LocationAnderlecht, Belgium

Posted 28 July 2016 - 04:23 AM

View PostKithmar, on 27 July 2016 - 12:18 PM, said:


Hey everyone. I've been wondering just how good or bad of a pilot I am in MechWarrior
...
So let me know, what stats or game play elements do you look at to judge yourself?


There isn't one golden rule to define whether you do good or not. In essence, the question I ask myself after each match is:

"did I contribute to the win or to the loss"

From the (honest) answer to that question I learn and adapt.

Just yesterday I had a drop where I did not get as much as 150 damage in on targets. But I kept a visual on them at all times because I dropped amongst a lurm fest. I took a lot of fire but ensured my team got more damage in than the enemy. My matchscore sucked but I was a vital part in the win.

Talking about damage,...


View PostQuinn Allard, on 27 July 2016 - 12:50 PM, said:


We've had a lot of discussion in our large Merc Unit about what it means to be a Team Player, and we widely agreed that 300+ damage is considered "pulling your weight". Over 500 consistently you are a good pilot. Over 700 consistently and you're an exceptional pilot. Over 1000 consistently you're an Elite Pilot. If you are consistently over 1400 then you're Godlike and in the top .5%. So generally speaking 300-350+ and you're aren't holding your team back. Now everyone every once and awhile has a crappy game. Just as long as you can consistently put up atleast 300-350 damage.


If someone on my team gets 1K damage consistently. I'd have a litte chat with him/her. In
good coordinated drops, damage should nicely be spread out around the 300-400 range.

Doing 1000 damage consistently means you don't aim for the parts that matter.

Edited by PyckenZot, 28 July 2016 - 04:24 AM.


#33 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 28 July 2016 - 04:26 AM

View PostCavendish, on 28 July 2016 - 01:27 AM, said:


I would argue that if you stick to close support of your assults your damage will not be anywhere near what you could produce if freeroaming.

On the other hand I assume this might be a difference between puglandia and group play. In puglandia the assults are usually left behind the "herd" so you will not get into the action as fast if you stick with them. When I played organized the team moved as a unit and that allowed you to be way more efficient even on escort duty.
Free roaming away from the main group normally is not the best thing to do. That is not to say you want to stay in the very middle of a very tight ball where you cant all gets shots either. But just be in good positions. Good positions tend to be where your entire team can shoot the other team roughly. If you do this you will be supporting your assaults and getting good damage.

Yes lights some times need to be catching enemy mechs left behind and finishing them off fast and other such exceptions. But for the most part pilots or lances splitting to wide and doing their own thing is what looses games. Either that or just not trading well.

#34 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 28 July 2016 - 04:34 AM

Are you having fun?

If so you're fine.

Are there things you can improve? Probably but that's true for all of us.

#35 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 28 July 2016 - 04:41 AM

View PostPyckenZot, on 28 July 2016 - 04:23 AM, said:

If someone on my team gets 1K damage consistently. I'd have a litte chat with him/her. In
good coordinated drops, damage should nicely be spread out around the 300-400 range.

Doing 1000 damage consistently means you don't aim for the parts that matter.

If my unit was so bad as to allow me to do 1k in group drops most matches (in drops of 5 or more) I'd probably not be with that unit for all that long.

When playing with my unit (outside of ~3man drops) if I am consistently doing 1k dmg that means it's THEM that need to think of why that is. .

In reality I am consistantly not allowed to do that well by them because some of them can actually play and what happens more often than not is we get closer to an even dmg spread across players in the group.

#36 PyckenZot

    Member

  • PipPipPipPipPipPipPip
  • Mercenary Rank 7
  • Mercenary Rank 7
  • 870 posts
  • Google+: Link
  • Facebook: Link
  • Twitter: Link
  • LocationAnderlecht, Belgium

Posted 28 July 2016 - 04:51 AM

View PostGhogiel, on 28 July 2016 - 04:41 AM, said:

In reality I am consistantly not allowed to do that well by them because some of them can actually play and what happens more often than not is we get closer to an even dmg spread across players in the group.


That is indeed another part of the equation.

#37 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 28 July 2016 - 04:54 AM

View PostGhogiel, on 28 July 2016 - 04:41 AM, said:

If my unit was so bad as to allow me to do 1k in group drops most matches (in drops of 5 or more) I'd probably not be with that unit for all that long.

When playing with my unit (outside of ~3man drops) if I am consistently doing 1k dmg that means it's THEM that need to think of why that is. .

In reality I am consistantly not allowed to do that well by them because some of them can actually play and what happens more often than not is we get closer to an even dmg spread across players in the group.
Exactly right the better the group the harder it is to get high damage scores and every one is fighting to get damage and kills.

#38 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 28 July 2016 - 05:10 AM

View PostXX Sulla XX, on 28 July 2016 - 04:54 AM, said:

Exactly right the better the group the harder it is to get high damage scores and every one is fighting to get damage and kills.


Also, better pilots aim for the kill (CT mostly), so you get less damage points inflicted per kill

#39 Mudhutwarrior

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 4,183 posts
  • LocationThe perimieter, out here there are no stars.

Posted 28 July 2016 - 05:13 AM

I think one knows they are doing well when they uninstall the game. Seems of those I talk to who left none of them miss it. They miss the concept sure but not the implementation.

A lack of progression in this game assures these questions you pose. How do i know I am doing well? You really can't unless you lie to yourself.

#40 Idealsuspect

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,127 posts

Posted 28 July 2016 - 05:45 AM

A good pilot is active, creative, kill uavs or at last see them, dont fall into obvious traps or better he can build a trap for ennemy.
Well in my mind a good pilot is all thoses things descripted above.. not just one of them.
Passive people, thoses who play like turrets aren't good pilot for me even they do nice kills or damage during a game.


K/D, W/L mean nothing because groups and solo stats are mixed ( QP and FW stats are mixed for profil stats it's worst ... but well >> "best Esport game in the world" syndrom )

Edited by Idealsuspect, 29 July 2016 - 08:49 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users