

Itt: Unsung Heroes Forgotten By Ms
#1
Posted 10 May 2019 - 12:05 PM
Comment could be in the form of suggesting an increased weight to a particular matchscore category or suggesting an entirely new category.
Example: Matchscore currently does not reward a light mech for "rabbiting" an entire lance away from the fight for 2 minutes, letting their team enjoy an 11 v 8 on the domination point.
#2
Posted 10 May 2019 - 12:12 PM

I got easy 500 match score last event with lrms because i got 1000+ spread damage but really didn't do much.
Match score doesn't work for dual heavy guass mechs getting kmdd but low damage over all.
I think they just need to tone down the amount of damage going to the score. Make the kmdd, hit/run , lance formation and other items worth more.
#3
Posted 10 May 2019 - 12:36 PM
Monkey Lover, on 10 May 2019 - 12:12 PM, said:

I got easy 500 match score last event with lrms because i got 1000+ spread damage but really didn't do much.
Match score doesn't work for dual heavy guass mechs getting kmdd but low damage over all.
I think they just need to tone down the amount of damage going to the score. Make the kmdd, hit/run , lance formation and other items worth more.
This. Match score needs significantly less attributed to damage, we already have a damage as it's own stat on the scoreboard.
Inversely, damage taken needs scoring, the more you take the more you score, we need to reward people who twist and tank. Making it awarded based on % of remaining health so even lights have a chance of a decent score.
#4
Posted 10 May 2019 - 12:43 PM
Less emphasis should be put on armor damage and more for structure damage, esp component destruction leading to a kill.
For lights put more emphasis on scouting and flanking for assaults more on damage taken.
Edited by Shanrak, 10 May 2019 - 12:43 PM.
#5
Posted 10 May 2019 - 01:00 PM
Shanrak, on 10 May 2019 - 12:43 PM, said:
This might make it even more advantageous to be scoring last-hits rather than helping expose components. Not sure if this is better in the context of assaults etc.
However, if we consider more breakdown in context of weight classes performing their functions properly, I could get behind something like what you're talking about here. Should assaults be the ones taking damage and shredding armor?
Should you get more points for killing a mech that is high health? Currently you get more points for legging, arming, and then killing a foe rather than taking out their CT first. So there is an incentive to farm someone down inefficiently if you can take the time; get a couple components destroyed before finishing them off.
Should you get more points for killing a mech that is bigger than you?
Edited by shaytalis, 10 May 2019 - 01:02 PM.
#6
Posted 10 May 2019 - 01:04 PM
#7
Posted 10 May 2019 - 01:05 PM
#9
Posted 10 May 2019 - 01:10 PM
#11
Posted 10 May 2019 - 01:59 PM
#12
Posted 10 May 2019 - 02:48 PM
VonBruinwald, on 10 May 2019 - 12:36 PM, said:
This. Match score needs significantly less attributed to damage, we already have a damage as it's own stat on the scoreboard.
Inversely, damage taken needs scoring, the more you take the more you score, we need to reward people who twist and tank. Making it awarded based on % of remaining health so even lights have a chance of a decent score.
Agreed; players should be rewarded for armor sharing and efficient damage spreading, both of which help the team by keeping mechs in play for longer under enemy fire.
#13
Posted 10 May 2019 - 05:54 PM
Mister Maf, on 10 May 2019 - 02:48 PM, said:
Maybe for surviving mechs at the end of the match. Otherwise, we'd have a system that rewards Leeroy charges. Also, I'd like to see a score penalty for damage from IDF. Damage inflicted by direct fire should be worth more.
#14
Posted 10 May 2019 - 07:02 PM
Nothing to be done about this. Just enjoy your higher WLR.
2. Pulling out of a fight your team will likely win to save them from being cap-rushed in Assault and Conquest.
First of all I would fix the bugs with conquest rewards. Secondly, I would signficantly increase the reward for "capturing". Thirdly I would fix Defensive kills to be when an opponent dies who was on a cap point in the last 10 seconds instead of having to die in the square (cap rushers rarely die in the square). I would also massively buff this reward in Assault mode.
3. Body blocking generators in Faction Play when the opposing team is rushing gens.
I would create a new recurring proximity reward based on fighting near a generator.
4. Helping your derpy assaults defeat a light mech that is harassing them. Fighting light mechs generally leads to fewer points than fighting bigger, slower mechs.
I would create a special reward for getting a KMDD on light mechs.
5. Tanking
This is a tricky one because you have to separate good tanking versus just being a dumb-dumb taking unnecessary damage. The way I would do it is a player has to satisfy a number of conditions. First it has to be near at least 1 teammate. Second it has to be near the enemy. Third, it has to survive the encounter. This would also serve to reward for people sharing armor with the team instead of standing way in the back using everyone as their personal meatshield.
6. Exposing an opponent's flank to your team.
This is a fun one that happens a lot when you are a light. Your opponent is laser focused on you, so you move in a way that his back is completely exposed to the rest of the team. They then easily dispatch him, but you took a good bit of damage in the process of keeping him occupied.
I would like a Flank Assist reward for all the anvils out there.
7. Brawler Reward (solo kill at short range)
For no good reason light mechs are not eligible for this reward. It makes zero sense since they are lowest scoring weight class in the game.
8. Kills versus Assists
This one drives me up the wall. Doing the most damage but not securing the final point of damage to get the kill can have a huge impact on your matchscore reward. If you do the most damage to an opponent you will get 1 kill + 1 Component Destruction + 1 Solo kill + 1 KMDD. That is about 22 points. if you do the most damage but some piranha's machine gun just barely edges you out for the kill steal you only get +1 Assist +1 KMDD. That is only 6 points.
They need to flip the solo kill reward and Kill Most Damage Dealth reward. This still makes kills worth more, but it's a little more reasonable.
9. Shooting Generators and Turrets
They do not provide nearly enough score. At the very least it should count toward your total damage. Personally, I would like a separate base damage stat on the end of round screen.
10. NARC rewards.
In short they're too weak. You need to pump those numbers up!
I could go on because this issue especially annoys me, but this is TL;DR territory already!
Edited by Jman5, 10 May 2019 - 07:04 PM.
#15
Posted 10 May 2019 - 07:10 PM
#16
Posted 10 May 2019 - 07:14 PM
a harder one would be holding a strategic location where you are pretty much waiting for someone to come. a valuable job if you are trying to protect your flank, but you are essentially standing still and waiting. its hard for the game to find the answer to questions like "is this location strategic" and "is this relevant to the current situation", how do you keep people from winning that one accidentally? you dont want potatoes getting it because they didnt know what to do and did nothing.
behaviors like tanking would be somewhat easy to detect. right now it simply doesn't pay out. this is one of the reasons why assaults dont like to rush in right away. assaults are too slow to get some of the scores lights and mediums get fairly regularly, and if you cant get higher damage numbers out of them than your typical heavy then its a huge liability to tank. assaults only have about 40% more armor than heavies. if for some reason you want to use that armor by having an ineffective trader hiding in your craw you should at least get paid for it (and to be fair this is a horrible use for an assault).
i think the biggest atrocities are that objectives pay didly in many cases and you cant exactly make a fortune providing targeting data to your lerm boats. id even start trying out scoring quirks, class specific and sometimes chassis/variant specific for mechs that are designed for a specific role. they would provide score multipliers to some actions.
Edited by LordNothing, 10 May 2019 - 07:16 PM.
#17
Posted 11 May 2019 - 03:48 AM
#18
Posted 11 May 2019 - 06:35 AM
Alexandros, on 11 May 2019 - 03:48 AM, said:
the only parts of this i would agree with are checking your map and (sometimes) letting your teammates die.
you don't need to throw your team under the bus in order to get a high match score, you just need to play intelligently and shoot as much as possible. part of playing intelligently is knowing when to push, since the mere act of pushing is not inherently useful--it requires proper timing and execution, otherwise all you're usually doing is giving the enemy team a free kill. it absolutely does take skill, which is why most people fail miserably at it. if you're constantly dying without dishing out a lot of damage in return, chances are you're not helping your teammates very much.
#19
Posted 11 May 2019 - 07:23 AM
Helsbane, on 10 May 2019 - 01:05 PM, said:
If you smash up half the mech and it waddles off to receive a coup-de-grace from a teammate while you stay in position and turn your guns on the next target, then obviously you did the bulk of the task of removing that mech from the fight.
Why should someone who pops a crippled mech once or twice to secure the kill get rewarded like it was a one-on-one slugfest while the pilot who actually ruined the enemy mech gets rewarded like they flimsily sprinkled a few LRMs onto it?
Nonsense. It's reasonable and good for pilots who bite large chunks out of enemy mechs to get credited for their gunnery, regardless of who secured the kill.
#20
Posted 11 May 2019 - 07:36 AM
Sometimes it's just because a pilot wasn't paying attention and threw their mech into a friendly line of fire, sometimes they hear 'smoke' and think 'oh boy, I'd love some!'
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users