

New Scoring System
#1
Posted 24 September 2015 - 09:31 PM
I had a match with 4 kills 4 assists 379 points of damage and a win that scored sub 300, while a player on my team had 1 kill less damage and less assists and had more points in the match score.
#2
Posted 24 September 2015 - 10:05 PM
#3
Posted 24 September 2015 - 10:11 PM
Arnsbjorn, on 24 September 2015 - 09:31 PM, said:
I had a match with 4 kills 4 assists 379 points of damage and a win that scored sub 300, while a player on my team had 1 kill less damage and less assists and had more points in the match score.
Well, according to the folks at PGI, that would indicate that you did relatively little to help your teammates. You know, aside from taking out an entire enemy lance by yourself on less than 100 DMG each. (Nicely done, BTW.) The teammate, on the other hand, according to PGI's match scoring system, simply must have been more of a team player, as opposed to you out there all RAMBO (Paul's word, not mine) by yourself.
Yeah, I'm just a LITTLE TINY BIT bitter about the defense offered for the match scoring system. It's better than it might be, but it's not as good as it could/should be.
Nonetheless...
(Yes, read that link.)
For every time the system observes you to be doing something that, by the game's algorithm for determining as much, constitutes team play, you are awarded some points, maybe some C-Bills, maybe some XP. Those are all listed in the individual summary at the end of the match, as I'm sure you noticed. I'd take a bit to scroll down that review box in the middle, labeled "MATCH PERFORMANCE". An example, from a rather pathetic showing on my part earlier tonight...
Killing Blow 1
Kill Assist 1
Damage Done 134
Team Damage (-)1
Spotting Assist 3
Component Destroyed 1
Counter ECM 1
Scouting 2
Flanking 6
... And the list scrolls down further, but I didn't screen cap that (YES, I figured out my iMac keyboard problem and found the screenies folder, and will no longer be using iPhone photos of the screen, HURRAY!). Each of those numbers is added up, and their sum is your match score. Now, we have a couple questions that could do with some answering...
What constitutes "Scouting"?
What constitutes "Flanking"?
Can we PLEASE FOR THE LOVE OF F***, get rid of team damage for getting run into by another mech on my own F***ING team, or is Bobby Huggins gonna hafta slap a ho? (WVU guy here, and yes we love our temperaMENTAL heavy-drinking men's basketball head coach.) I can't remember the last match I dropped when I DIDN'T lose a point of match score over minor collision damage with a teammate, and easily one of every three is just in breaking out of the drop zone. This is freaking unacceptable, ESPECIALLY WHEN SOMEONE ELSE RUNS INTO ME AND I AM PENALIZED FOR IT! </rant>
But yeah, it's a little unclear what earns some of the scores, and others are pretty self-explanatory. "Most Damage On Kill" or "Solo Kill" are worth points, and they're VERY obvious. But "Scouting"? "Brawling"? Seriously, guys, what qualifies for these points? There's another match score based challenge on this weekend (And I have to work 12 hours on Saturday, for the 5th time in 6 weeks), and some of us would like some better insight on improving our scores to make that money!
#5
Posted 25 September 2015 - 02:16 AM
Arnsbjorn, on 24 September 2015 - 09:31 PM, said:
I had a match with 4 kills 4 assists 379 points of damage and a win that scored sub 300, while a player on my team had 1 kill less damage and less assists and had more points in the match score.
Sounds like you were a terrible team mate, that ran around all match only worried about yourself.
the PSR score keeper rewards and tracks teamwork.... not L33t damage and Kills (exclusively)
#6
Posted 25 September 2015 - 02:38 AM
#7
Posted 25 September 2015 - 06:04 AM
It lists all the actions that result in gaining match score points. As you can see there are lots of ways to increase you match score. Players are rewarded for a lot of actions that help the team that aren't related to direct damage and kills. In the OPs example, I would guess one of two things that are quite common. First it may have been conquest and the other guy was capping. The second, and more likely IMO, is he popped a UAV on the enemy. If well placed, that can result in a ton of detection, counter ECM, and spotting bonuses.
Edited by Spike Brave, 25 September 2015 - 06:11 AM.
#8
Posted 25 September 2015 - 08:47 AM
Also I have premium time currently
Sorry typing on phone
#9
Posted 28 September 2015 - 06:35 AM
In this thread you will find the breakdown in points for actions, at least as many as have been tested and reverse engineered by players in experiments.
#10
Posted 12 May 2018 - 04:27 PM
Spotting is mainly awarded for being the first to target a mech, while spotting damage is of course damage done to the mech, mainly with LRM's, that you are keeping lit up. If the only thing you do in the match is run forward in a light mech, run right through the enemy team, pressing R like a madman, and having cycled through and targeted every one of the enemies first will give you quite a decent amount of match score. That isn't particularly useful as 1/4 of a second locks do not really help your team do any damage to them, at least it does let your team know that there's a ton of dudes over there.
If in the same situation you ran through, cycled R through all the enemies, and launched a UAV right over the entire team's heads, and it stayed up for a bit and your team also was able to do significant LRM damage, that incorporates the initial spot, continuous spotting, spotting damage, UAV detection, etc. and in that few seconds you can pile up quite a bit of score, without having fired a shot.
The reason the score heavily supports these types of actions, is because a score that is weighted almost completely on damage would leave lighter scout specialized mechs that cannot do massive damage earning a lot fewer points, when finding the enemy, lighting the enemy up for LRM's, tagging an enemy so that the 50 lrm's that are heading to the enemy hit much more effectively, countering their ECM (or providing an ECM umbrella to a significant number of teammates) are often factors that win battles.
Sure, walking up and blasting 2-3 heavy+ mechs into scrap with your dual ultra AC/20's before dying definitely helps, but if the score was weighted for that, then all you would see in the matches would be annihilators, king crabs, and atlas's etc. It's already like that enough with the alpha metas, and people complaining about LRM's and whatnot when this game is supposedly (and quickly moving away from) based on the battletech universe. 40-50% of the existing mechs were not assault mechs in the battletech universe. Scouting and indirect fire is what allowed good tacticians to hold off enemy forces that were 2+ times larger then their own. The Clans ripped right through the inner sphere obscenely fast because their mechs and mechwarriors in general were far superior to those of the inner sphere. One of the reasons I do not play this game as much anymore is because it seems it is quickly heading away from anything resembling the universe that it is supposedly set in, because of all the complaints and the designers constantly nerfing anything that works well, and turning it into a facehugging metabuild game loosely based on battletech, BUT at least the score system still supports tactical play. Please don't take that away too.
Sorry for the rant at the end but it's frustrating watching the game drift so far away from the origins it is supposed to be about.
#11
Posted 12 May 2018 - 10:13 PM
Edited by Teer Kerensky, 12 May 2018 - 10:14 PM.
#12
Posted 14 May 2018 - 03:17 AM
Not A Real RAbbi, on 24 September 2015 - 10:11 PM, said:
... And the list scrolls down further, but I didn't screen cap that (YES, I figured out my iMac keyboard problem and found the screenies folder, and will no longer be using iPhone photos of the screen, HURRAY!). Each of those numbers is added up, and their sum is your match score. Now, we have a couple questions that could do with some answering...
What constitutes "Scouting"?
What constitutes "Flanking"?
But yeah, it's a little unclear what earns some of the scores, and others are pretty self-explanatory. "Most Damage On Kill" or "Solo Kill" are worth points, and they're VERY obvious. But "Scouting"? "Brawling"? Seriously, guys, what qualifies for these points? There's another match score based challenge on this weekend (And I have to work 12 hours on Saturday, for the 5th time in 6 weeks), and some of us would like some better insight on improving our scores to make that money!
Scouting constitutes finding and discovering enemies first. I do not know if "Getting their data" counts as an additional "Scouting" or if it is a requirement of scouting.
Acquiring their data involves target-lock (not missile lock, but hitting R and keeping it until you get the full readout on health, weapons, etc. The time this takes is understandably longer if far away and pretty quick if very close).
------
Flanking is attacking the enemy from the side or rear, WHILE they are engaged in combat against someone else from in front within the last 10-20 seconds. (Engaged into Combat is constituted as "has been shot and hit.")
(Strangely: This does NOT seem to be triggered if they are simply shooting other people... Only if they have been shot by other people from the front. Which is quite frustrating.)
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Hit and run is to engage in combat (shoot and hit an enemy) and then...not engage in combat for a length of time (you can be shot at but if you're no longer shooting them, it counts as hit and run).
(Note: Engaged into combat... and engaging into combat... seem to be two separate trigger conditions.)
Brawling is when you engage in combat and are engaged in combat (shoot him and he shoots you) within 270 meters or less and sustain this for several seconds. In other words... you brawled.
Edited by Koniving, 14 May 2018 - 03:20 AM.
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