When a high match score is needed for an event, lets make Scout count as one iteration of said match score and Invasion count as two iterations of said match score.
1
Faction Warfare Events Solution
Started by Mechrophilia, Nov 26 2017 10:11 AM
9 replies to this topic
#1
Posted 26 November 2017 - 10:11 AM
#2
Posted 26 November 2017 - 12:50 PM
I concur. Or a total pool of match score.
#3
Posted 26 November 2017 - 12:52 PM
or just say you need x amount of scoutings, x amount of invasions.
#4
Posted 26 November 2017 - 02:42 PM
I ground out probably 80 faction games between scouting and invasion. I got 6/15 at the end of the event.
I am ******* pissed.
I am ******* pissed.
#5
Posted 26 November 2017 - 04:14 PM
Er.... played 20 matches and got 17 with over 250 match score and not an LRM fired.
#6
Posted 26 November 2017 - 07:50 PM
Siege attack win,
1 qualifying score of 250 for the winning team
7 qualifying scores for the losing team.
1874 damage not enough to qualify.
Seems fair...
1 qualifying score of 250 for the winning team
7 qualifying scores for the losing team.
1874 damage not enough to qualify.
Seems fair...
#7
Posted 26 November 2017 - 08:10 PM
FallingAce, on 26 November 2017 - 07:50 PM, said:
Siege attack win,
1 qualifying score of 250 for the winning team
7 qualifying scores for the losing team.
1874 damage not enough to qualify.
Seems fair...
1 qualifying score of 250 for the winning team
7 qualifying scores for the losing team.
1874 damage not enough to qualify.
Seems fair...
From my experience to guarantee a 250 match score you needed to (on average):
-do 500+ dmg per mech used
-have a minimum 1:1 k/d per mech used
This seemed to apply to both scouting and invasion matches.
I found it harder (oddly) to get over 250 (although plenty of 200-240 matches) when playing with groups. This was probably because I played to the orders given and was often the first to die in a wave despite putting up good damage scores, not being there at the end to claim some of those easy kills, really hurts the score. Winning seemed to have far less of an effect than losing in Invasion matches yet seemed far more important in scouting matches.
Not sure of the maths PGI uses on all this but mechs used is probably the biggest single impact on score (we know MS is divided by mechs used) but it is also some how related to kills as well. One invasion match (conquest) I only scored about 800 dmg, but with 3 kills and only one dead mech I scored well over 300MS. Yet in other matches like yours illustrates, I used all my mechs put up damage numbers that would be considered above par by most people, but because I played for the team I didn't get the required 250. Close matches (ie 40+:48) areactually more difficult to score well in because there are so many deaths. Living equals good MS.
It kind of encourages selfish play to be honest.
#8
Posted 27 November 2017 - 12:15 AM
Yes that is a good suggesting, to take account invasion taking more time.
#9
Posted 27 November 2017 - 02:27 AM
I did it only with scouting in maybe 20-25 matches (2-3h total). Scoring damage was the most decisive factor.
#10
Posted 27 November 2017 - 09:11 AM
How about we start by giving more match score for objectives in this objective based shooter.
- Make damage on Turrets, Gens and Omega Count
- On Domination, give match score to mechs in the circle when it's counting down.
- Up the capping reward on Conquest
- etc. in the same line
- Make damage on Turrets, Gens and Omega Count
- On Domination, give match score to mechs in the circle when it's counting down.
- Up the capping reward on Conquest
- etc. in the same line
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