I have run some tests and this is what i came up with:
KEY: (k)1000cbill, (m)minute, (Gm)game minute
A: if you get a fairly fast mech, set it up as an overheat brawler (ie 12LPL-nova) and rush into battle you can quite reliably kill at least 1-2 assault before your own mech goes up in flames from overheat or sustained damage
this takes 6:30 (2:30 game time) per battle and gives around 120k reward (1100k/hr 18k/m 48k/Gm)
B: if you run a well reasoned combat mech (in my case gaus/ERLL/ERML-EBJ) and you fight a well reasoned fight using tactics and stuff you can rack up around 2-3 kills and 600+ damage quite easily
this takes 8:00(4:00 game time) per battle and gives around 180k reward (1350k/hr 22.5k/m 45k/Gm)
C: If you run an assault and spend the whole fight trying your hardest with a good setup all game you can maybe(if you are lucky) get 3-4 kills and 800+ damage (or otherwise go around smashing in faces in your mech)
this takes 11:00(7:00 game time) per battle and gives around 250k reward (1363k/hr 22k/m 35k/Gm)
what can we conclude from this:
TryHard assault player that works for the longest in-game for the benefit of the team gets the LEAST reward while BEZERKER bum rusher with a build specifically designed to burn like magnesium before dying and takes 1-2 targets with it gets better pay for much less effort...
REWARD SYSTEM IS SKEWED : DISCUSS
basically I hypothesize that the reward system is skewed because damage and kills simply do not give that much reward for the effort taken. This is not a shoot em up with infinite enemies, so killing 1 of 12 is not equal to killing 4 of 12 that takes significantly more effort.
TL|DR : dont try too hard to win, there is no actual extra benefit to doing more work once you have 2-3 kills in fact the reward system discourages protracted play
Edited by maimaimi, 25 September 2016 - 01:10 PM.