

Efficient Kill?
#61
Posted 15 September 2017 - 03:50 AM
Proceed as if 6th is going to gaslight you no matter what is said. If you decide to proceed at all.
#62
Posted 15 September 2017 - 06:58 AM
I would just create a secondary damage value that adds up all the damage a player did to a component that wound up killing the player. So if Player X died to a Center Torso kill, Player Y would get whatever damage he did to that player's center torso added to his Efficient damage stat. If a player died to being legged, then whatever damage players did to either leg would get added to their efficient damage stat.
It would be a useful metric for players looking to improve their aim and let them better understand how effective their spread-based weapons are.
#63
Posted 15 September 2017 - 09:36 AM
Vellron2005, on 15 September 2017 - 03:06 AM, said:
Here's a suggestion for you..
Make a new account, and go play a LRM boat.. and see how people treat you.. or stick to your guns and mightier than thou attitude of being the only one who's right, and the ones that don't agree with you must need therapy..
At the risk of getting dragged into this silliness - if most experienced (and qualified T1/2) players created a new account and ran an LRM boat they'd likely perform to the upper limit of what LRM boats can do and there wouldn't be much ill will towards them.
They wouldn't be doing silly things like demanding other players to get them targets or hiding in the back trying to halfway afk through matches, more likely they'd still be right up towards the front using tag to get their targets and firing from 250-300m and generally just controlling the pace of matches just like they do now.
#64
Posted 15 September 2017 - 11:39 AM
That's simple math. How much damage do you have to do with X weapon to Y CT to kill it?
I mean, if you want to make the usual laser vomit get even more C-bills, this is the perfect way.
#65
Posted 15 September 2017 - 02:21 PM
OmniFail, on 15 September 2017 - 03:50 AM, said:
Proceed as if 6th is going to gaslight you no matter what is said. If you decide to proceed at all.
Oh please. The problem with people like you is your lack of objectivity. It seems like talking to a brick wall to you, but to me it's like arguing with a child. I mean here i am trying to have a decent discussion, using well reasoned arguments backed up with facts, but then there's certain people resorting to personal attacks, and being too damn emotional. I'm capable of changing my mind and admitting when I'm wrong, It's just that attacking me personally, being emotional and **** doesn't prove that I'm wrong.
Reason only works to those who are willing to listen.
But hey, like a wise bird once said: gubba nub nub doo rah kah
Do us a favor and watch this:
Vellron2005, on 15 September 2017 - 03:06 AM, said:
I've spoken my mind, I've stated my case, and people can agree with me or not.. I'm done with this topic.
Oooh you're back, but sadly you still don't have thick skin.

What makes you think that i didn't played LRM boat? And what makes you think that i didn't get any flack in playing it? I've been here for a year. I got reprimanded lots of times as i played a lurm boat when i was just some young noob. And you know what, they were right, I straightened my playstyle and never got flack again.
I apologize if it seems arrogant to you, but there's a standard.
Edited by The6thMessenger, 16 September 2017 - 02:11 PM.
#66
Posted 15 September 2017 - 04:00 PM
Jman5, on 15 September 2017 - 06:58 AM, said:
I would just create a secondary damage value that adds up all the damage a player did to a component that wound up killing the player. So if Player X died to a Center Torso kill, Player Y would get whatever damage he did to that player's center torso added to his Efficient damage stat. If a player died to being legged, then whatever damage players did to either leg would get added to their efficient damage stat.
It would be a useful metric for players looking to improve their aim and let them better understand how effective their spread-based weapons are.
I was thinking of a similar thing.
IMO, KMDD and Solo Kills should be adjusted to only account for the damage that actually killed the mech.
Eg, if a mech died to CT destruction, then KMDD goes to the player that inflicted the most damage to the CT, all other damage is ignored.
#67
Posted 15 September 2017 - 06:46 PM
Zergling, on 15 September 2017 - 04:00 PM, said:
I was thinking of a similar thing.
IMO, KMDD and Solo Kills should be adjusted to only account for the damage that actually killed the mech.
Eg, if a mech died to CT destruction, then KMDD goes to the player that inflicted the most damage to the CT, all other damage is ignored.
The only problem with that method is that all the damage actually accounts towards killing a mech. Forcing a mech to expose vulnerable parts is a pretty key part to the battle engagement.
#68
Posted 15 September 2017 - 07:29 PM
sycocys, on 15 September 2017 - 06:46 PM, said:
Depends... was a component destroyed or just damaged? Did it lose any weapons or equipment in those damaged components?
Eg, if a mech has both its legs stripped and dies to CT being cored, then the damage it took to its legs is very likely to have been meaningless to its death.
#69
Posted 15 September 2017 - 07:38 PM
Zergling, on 15 September 2017 - 07:29 PM, said:
If it was legged though, that would be a different story.
Also maybe the destroyed jump jets on the leg, or ammo explosion might be a factor.
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