Tiantara, on 17 August 2019 - 11:00 PM, said:
- It's count all gamemodes?
It counts Quick Play, both solo and group.
If you need 600+ damage to kill anything in Solaris, you've already lost.
If you do 600-800 damage in Faction Play then you're doing 150-200 per mech and dragging down your team.
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The leaderboards track since PGI instituted the monthly leaderboards, ie the last three years. Given that the meta has been changing over the time, older records would hardly be relevant anyway.
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And yes, when all depends on me - it's average.
An "average" that depends entirely on special circumstances (such as using the rest of your team as ablative armor) is not a genuine average.
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When nothing depends on me - not.
Something always depends on you: your contribution to your team. And your stats say conclusively that
on average your presence on a team is detrimental.
Tiantara, on 17 August 2019 - 11:23 PM, said:
- It means - usually when you get normal game and was not killed in head from the start, or get alpha in you back from team, or not getting blocked by teammate under fire, and not walk unde LRM shower, and take your part of action in right place in right time... right? In all that condition - its average. In all other - I got what I got.
Patently wrong. When you make a claim to an average, you include these scenarios as well.
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Like using mech on map which not good for that mech or playing with builds or weak mech just for fun. Public stats don't count many things. If I play only on mech which best for me - average damage will go up to 600+ (like when event come and I need high score and high damage) If I play for fun on mech on which I not good - score go down. Or on new bought mech which I don't know.
We all do, and those scenarios count towards the average as well. They count towards mine. And YEONNE's. And Kubernetes' . And Alienized's. Just because with the right mech we can pull above 1K damage in QP doesn't mean jack if we don't do that often enough to matter.
Tiantara, on 18 August 2019 - 12:14 AM, said:
- And let me ask you, on how many different mech you play in whole? Only on two mastered? You are not good player only because you choose some mech you play with good and use them everytime.
While I can't answer for Kubernetes, my stable consists of 271 mechs, 138 of which I've mastered, and about 80 of which I play as and when the mood takes me.
Tiantara, on 18 August 2019 - 12:00 AM, said:
- Yeap. You share armor and die without weapon, or you deliver damage. One thing, not both.
Armor sharing is not about sacrificing mechs - in fact, it's the polar opposite: the point is to make sure damaged mechs that still have their weapons remain on the field and kill the enemy for as long as possible.
Let's say there are three mechs on each side, each providing 80 damage.
If one of your mechs dies first, your team is doing 160 damage against 240 damage. That's how matches start snowballing into losses.
The basic goal of sharing armor is that you switch up with your more damaged teammates so that your team ends up with three mechs all of which sustained roughly the same amount of armor damage - and which keep killing the enemy at their full firepower - rather than two fresh and one dead (and therefore down a third of your firepower because the other two players on your team were cowards).
And yes, it works for
you as well as your team - when you take damage but still have working weapons, rotating with a more intact teammate keeps you and your guns on the field longer.
Tiantara, on 18 August 2019 - 02:03 AM, said:
- I said about damage only. If I get defeat as whole team, match score go down, but not damage. And I don't see damage score in that table at all.
Score is mostly a function of damage. Double the score and you have your approximate damage.
Edited by Horseman, 18 August 2019 - 02:18 AM.