What's A Good Match Score/damage Done To Aim For?
#21
Posted 24 April 2018 - 06:10 AM
#22
Posted 26 April 2018 - 11:14 PM
As far as damage, I try to get 100-200 per kill, which is completely reasonable, despite what some have argued. But, sometimes I do 1200 damage with a single kill. In that case, you also want to look at not only how many assists you have, but also how many KMDDs you have as well. As far as I'm concerned, a KMDD is just as good as a kill because it means that someone else, like the aforementioned Locust, may have come along and put the finishing touch on a mech, but you did the heavy lifting. Nothing to be ashamed of there.
#23
Posted 27 April 2018 - 02:54 PM
Rogue Jedi, on 22 April 2018 - 01:24 PM, said:
I don't know when that used to be a common piece of advice but it is untrue now and it probably was so back then.
Edited by Brizna, 27 April 2018 - 02:55 PM.
#24
Posted 27 April 2018 - 03:04 PM
Totally agree with B3's post above though. There are other things to focus on early on.
#25
Posted 29 April 2018 - 07:24 PM
Koniving, on 23 April 2018 - 09:20 AM, said:
Four kills in 583 damage. That's within 100 to 200 per kill.
That screenshot might fool some people - but it means absolutely nothing to anyone who understand what a scorecard can (or cannot) mean. It doesn't show you solo'ing all 4 of those mechs.
- Had they taken damage prior?
- Were other mechs shooting at the same time?
- Were they even defending themselves correctly?
- Were they 100T assaults or 30t lights?
I'm telling you, as some who understands this game a lot better than you, that you are wrong. I mean you'll never accept that (we've seen that plenty), but for anyone else reading out there - take my advice, it's simply better.
I mean I can produce screenshots as well from a game I had a week or so ago...
But it doesn't prove much other than I carried as my team was garbage.
Edited by justcallme A S H, 29 April 2018 - 07:24 PM.
#26
Posted 29 April 2018 - 08:03 PM
justcallme A S H, on 29 April 2018 - 07:24 PM, said:
That screenshot might fool some people - but it means absolutely nothing to anyone who understand what a scorecard can (or cannot) mean. It doesn't show you solo'ing all 4 of those mechs.
- Had they taken damage prior?
- Were other mechs shooting at the same time?
- Were they even defending themselves correctly?
- Were they 100T assaults or 30t lights?
I'm telling you, as some who understands this game a lot better than you, that you are wrong. I mean you'll never accept that (we've seen that plenty), but for anyone else reading out there - take my advice, it's simply better.
I mean I can produce screenshots as well from a game I had a week or so ago...
But it doesn't prove much other than I carried as my team was garbage.
2k and only 6 kills?? Ye nah you should be on tier 6 SCRUB.
#27
Posted 29 April 2018 - 10:22 PM
But again, I know how much damage it takes to kill on average against (at least) average pilots. And it is not 100-200 damage, for most players. I mean I am about 150 damage for a Hvy, and that is at MY level, I know I'm not the average.
It's simple maths... When you have 75-80 armour + 40 structure = 120 total, that is without ANY quirks or skill maze buffs. With some mechs it is over 150 total damage required just to CT core without hitting anything else.
TheCaptainJZ, on 24 April 2018 - 06:10 AM, said:
Not always though.
Often I have died 2nd or 3rd as I'm usually being aggressive in movement - and a lot of the time, I walk away in the top 1-2 damage on the board against people that - some 4mins later - have not managed to do anywhere near as much, sometimes not even half.
So it totally depends on WHAT you are doing and HOW effective you are. The average player, has a match score of 230 and that puts you around 400dmg a game and 1-2 kills, max really.
Edited by justcallme A S H, 30 April 2018 - 03:43 AM.
#28
Posted 30 April 2018 - 01:08 PM
Barkem Squirrel, on 22 April 2018 - 11:57 AM, said:
I'm replying to OP here in context of the above statement:
Please don't bring a NARC scout 'Mech to Faction Play as solo queue. This strategy is only really effective if you're doing it with agreement from your team, and when they plan to bring a full wave of LRM vomit. The likelyhood that you'll be paired up with a full team of folks who brought little to no LRM weaponry is high.
#29
Posted 01 May 2018 - 12:54 AM
As for FW, I'd say 1k is minimum effort, 1.5k is adequate performance, and anything above 2k is excellent.
#30
Posted 16 June 2018 - 12:44 AM
Baron Georg SCA, on 23 April 2018 - 05:24 PM, said:
1. Start with the build. Test it in the training grounds before dropping. Avoid kitchen sink builds that try to put something in every hardpoint. Avoid toaster oven builds that have a HUUUUUGE alpha but overheat way too easily. Avoid weapon combinations that put you in the ghost heat cap (with experience you may end up using them anyway, but employing volley fire to avoid the penalty).
2. Map knowledge is important - but so is the knowledge of common routes / plays used by teams in the given maps/modes and their common pitfalls. You should try to analyse the map during the game and spot those. Sometimes knowing there's an enemy assault in a specific grid square is the first indication of a major enemy push
3. Survive. The key reason many plays don't deal a lot of damage during a match is that they die too soon into the engagement. Do not expose your mech more than necessary. Do not stop out in the open. Do not split off from your team.
4. Do not be afraid of heat, it's a resource to be managed. A build that runs too cold is spending tonnage on heat sinks it doesn't need and not spending tonnage on weapons or ammo - or it's spending tonnage on too many low-heat weapons where it could swap some for a couple lighter (but hotter) ones instead.
5. Meta isn't everything. Being able to perform with a meta build depends on a certain level of familiarity with the game, and you won't have that straight out of the gate. There are builds that may flat out not work for you right now that will make more sense (and be much more effective) once you get more experience.
Edited by Horseman, 16 June 2018 - 12:51 AM.
#31
Posted 16 June 2018 - 09:10 AM
#32
Posted 17 June 2018 - 07:41 PM
#33
Posted 17 June 2018 - 10:03 PM
Old-dirty B, on 24 April 2018 - 03:13 AM, said:
I would ignore your score and damage done totally and first focus on what you actually do in game... good scores and (effective) damage come sooner or later anyway.
You should first learn to read the battle-field, especially when there's hardly any proper communication and organisation going on. You first need to stay alive and support the team for as long as possible, finding the right balance between aggressiveness and self preservation. You need to figure out where and where not to be relative to your and the enemy team. Get a feel for timing and space on the battlefield. Learn how to manage your heat and prevent over-heating right in the middle of a brawl... (note to self lol)
My advice would be to take a decent medium, like a Hunchback or Stormcrow or any mech that is decently fast (+/-100km/h) with decent firepower and decent armor, a mech that is forgiving. Then stick around the main-group, dont be on the frontline like a hero, dont be in the back like a coward, but stay a bit on the flanks and keep an eye out there. And use your mid-range weapons to poke and harass your enemies from a slight angle, preferably when they are focussed on the rest of your team. Pay attention to the movement of your team and prevent over extending or falling behind so you can get singled out.
Once you got the above covered, then worry about scores and damages (by that time you will already be on the scoreboard... )
As a returning/new-ish player myself looking to get better. This ^ is the best info on how to get better. Situation awareness and communication is the best ways to improve.
Keep an eye on the mini map, once every 5 seconds look at it and ask, No really every 5 seconds, a lot can happen in that time frame
- Where's my team(biggest group of friendly mechs)?
- Can they give me fire support if I need help?
- Do I have something to hide behind if I need cover?
- Where is the enemy?
- How many are there?
- Are they moving towards you / your team?
Also what Chryckan said, super good advice!
Edited by ThrottleFox, 17 June 2018 - 10:06 PM.
#34
Posted 20 June 2018 - 05:44 AM
I guess if I had to pin it down to two numbers, I would say, try to break 200 matchscore when you lose and try to break 250 matchscore when you win.
Edited by Jman5, 20 June 2018 - 01:34 PM.
#35
Posted 20 June 2018 - 08:47 AM
So I consider 250+ a decent performance, no matter whether I win or lose and 400+ a good one. Again, no matter whether I win or lose. But hey, that's just me.
#36
Posted 20 June 2018 - 09:24 AM
Edited by Besh, 20 June 2018 - 09:30 AM.
#37
Posted 20 June 2018 - 12:05 PM
#38
Posted 20 June 2018 - 08:42 PM
200 matchscore in a win is okay. That's treading water and usually not being deadweight. You could probably have done better but you made real contributions that helped the players that got a better matchscore.
200 matchscore in a loss means you did relatively better since matchscore gets inflated by kill assists - kill assists that you don't get as many of if your team loses.
If you drop ten times with a few folks and every time you get 200 matchscore I don't think a single person on that team would complain about your performance. If everybody on a team gets 200 victory is relatively certain.
Edited by IllCaesar, 20 June 2018 - 08:47 PM.
#39
Posted 21 June 2018 - 12:51 AM
#40
Posted 21 June 2018 - 09:46 AM
Besh, on 20 June 2018 - 09:24 AM, said:
Yes, damage was nerfed a bit ago. But that nerf does not effect the minimum damage you need to pull in order to judge your performance. That nerf applies when you are getting kmmd on half the enemy team. If you are getting less than one kmmd, you need to focus on individual targets more. If you are dieing before you break 250, it’s probably your positioning.
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