Does Armor Sharing Drive Wins?
#241
Posted 18 August 2019 - 02:36 AM
I suggest that those who dont check a guys stats have earnt the advice they get
Darwin at work
#242
Posted 18 August 2019 - 03:00 AM
Alienized, on 18 August 2019 - 02:34 AM, said:
no i don't
look, my most played mech right now is a brawl XL victor. (ac 20, 3 srm6 + artemis)
(actually its a quickdraw-5k with more than a thousand battles but i barely play that one atm)
if you make one mistake it can be over. my aim is quite bad and and so are my reflexes.
i frequently die in seconds against the top players as their aim with dual HGausses is so superior to what i ever could do with such mechs.
- Have same build + 2ML but at cost of lower speed and no JJ at all. Nice brawl, but less cool as Atlas if comparing. I greatly use my aim. If it possible to lay one shot after another to precise vital part of enemy mech, than - change target to another dangerous to team target. Gauss, erll, ppc, Ac2-10 - my weapons. Sometimes if team have spotters - LRM (only massive, 60-80dmg)
Alienized, on 18 August 2019 - 02:34 AM, said:
taking chances, play agressively away from my own team or pushing into flanks rather recklessly or even run back to chase off meds that are unaware of a rather quick (71kph) high mobility (4 jj's) mech that they wont stand much of a chance against. i pick my fights and if i see its a battle i cant do much at all i charge into somewhere hope to distract.
that hurts my stats more than anything but might give the rest of the team a chance to win.
so you read some people saying i rant and rage alot (it's true after all) yet having low stats.
the thing alot of people dont understand is that i play under a tactical sight, not a pure shooter sight.
- Staying behind, use range advantage and heatmanagement - that more like to me. Or massive alpha in close combat hoping that enemy go overheat before I go. Mostly it works.
Alienized, on 18 August 2019 - 02:34 AM, said:
if not, half the enemy firing line your actual team would have a fast death against turns around to kill you (which will dump your own stats pretty much), giving your chicken chasers a chance to perform better than they would against a fully settled firing line.
- Most of time that happens. So, yeap, go aside, have postion, use ecm advantage and do precise shot to most dangerous target for team, hoping they deal with less powerful target by themselves. Not always that works.
Alienized, on 18 August 2019 - 02:34 AM, said:
i barely play in group (its empty anyway) and play some ultra horrid loadouts everyone even of my unit laughs at
like a XL 380 hatamoto-chi with snubs and srm's.
all the highlanders.
atlai, banshee's, cataphracts, dragons, all of such mechs.
so i completely understand your point, mate and i know its rough defending that
- Yeap! Most of my usual mech here. As well some light and medium.
#243
Posted 18 August 2019 - 03:23 AM
Tiantara, on 18 August 2019 - 03:00 AM, said:
- Have same build + 2ML but at cost of lower speed and no JJ at all. Nice brawl, but less cool as Atlas if comparing. I greatly use my aim. If it possible to lay one shot after another to precise vital part of enemy mech, than - change target to another dangerous to team target. Gauss, erll, ppc, Ac2-10 - my weapons. Sometimes if team have spotters - LRM (only massive, 60-80dmg)
thats not the point. playing a victor means YOU NEED mobility. its not a atlas. jump torso twisting is essential. attacking by surprise. its heat efficiency is at 1.4 so its definetly a cool build in general but you should never compare a victor to a atlas
in anything. that doesnt make any sense because of the weight difference. also, victor's generally are terrible in ranged encounters due to hardpoints (like many others).
all the 80ton mechs are based around mobility, movement and not pure firepower. thats how they need to be played as well. you can't make something out of a mech he was never intended to BE (where we need to remember that a mech had a purpose in mind when they been built in the battletech universe. a purpose that might be obsolete to many in a game like this).
i would be careful to say sentences like "I greatly use my aim" because it does not relate over to a statistical fact ya know?
(not want to disrespect your abilities here but its just how it is)
also, the mechs you play are NOT GOOD in the role you play them.
a highlander sitting in the rear doesnt make sense with all its armor quirks or hardpoint locations.
i got a HGN-733 with ac10, srm6 artemis and mlas but its pointless to keep in anywhere but the front making use of its insane armor/heat efficiency and medium/close range abilities.
there seems to be some sort of misunderstanding in what your mech's role is.
the mechs you play can be played well but not the way you WANT to play with them.
so you might reconsider either the mechs you picked OR the role you want to play with them.
i tried to make a srm/snub nose awesome for example just because someone said it doesnt work.
it WAS not its intended role ever and thats how it will perform. i could make it work and be useful most of the time BUT
the mech itself never been any good or easy to play. its WAY too situational. good players understand this and abuse the hell out of it.
#244
Posted 18 August 2019 - 03:48 AM
Alienized, on 18 August 2019 - 03:23 AM, said:
in anything. that doesnt make any sense because of the weight difference. also, victor's generally are terrible in ranged encounters due to hardpoints (like many others).
- Maybe... but I prefer more firepower over mobility in some builds. Just because mobility not works great with my aim and play-style. So, if JJ can be changed to more ammo and weapon, or heatsinks - they will be changed. I use JJ only in mech where you can't rip them off and they fixed. Victor - yes. Brawler mostly, at 61kph more than enough to deal damage in close combat.
Alienized, on 18 August 2019 - 03:23 AM, said:
- Hmmm If I can put some quick engine or add speed, I do it. But If all firepower of 80 mech become equal to 20damage points, I see no use of all that mobility at all. Better get more shield armor and cover weapon. Also, I don't buy 80t mech if I can't get max possible firepower and nice speed in same time.
Alienized, on 18 August 2019 - 03:23 AM, said:
(not want to disrespect your abilities here but its just how it is)
- Well... on longrange and mid - pretty nice. Enough to lay precise shot to damaged part to rip it off. But, only on mech based on longrange. Like supernova, battlemaster, madcat and so on...
Alienized, on 18 August 2019 - 03:23 AM, said:
a highlander sitting in the rear doesnt make sense with all its armor quirks or hardpoint locations.
i got a HGN-733 with ac10, srm6 artemis and mlas but its pointless to keep in anywhere but the front making use of its insane armor/heat efficiency and medium/close range abilities.
- Yeap, all mech have best fitting build for them. Allhighlander I have - mostly missile-boat. So - range is vital, spotters is vital. Tag+LRM and some lasers if have places. All other Highlanders not in my taste.
Alienized, on 18 August 2019 - 03:23 AM, said:
the mechs you play can be played well but not the way you WANT to play with them.
- Take for example dragon DRG-5N after all test and experiments - only working build is - 2x erML + 2x Rotary AC2. Everything else work bad on it. Same with centurion - mech great with srm+artemis and bad with everything else. HB-IIC-DW - LBX20+5CERSM - great against light mech or heavy and assault which already have no armor. Making uac or gauss build from that mech, not good.
Alienized, on 18 August 2019 - 03:23 AM, said:
i tried to make a srm/snub nose awesome for example just because someone said it doesnt work.
it WAS not its intended role ever and thats how it will perform. i could make it work and be useful most of the time BUT
the mech itself never been any good or easy to play. its WAY too situational. good players understand this and abuse the hell out of it.
- Aha, tried that also. In the end ZEU-9S2 got: 1xLBX10+2MPL+6xSRM+artemis. 60.7 firepower in total for close and midrange. Really nice mech to bring chaos in enemy line if get lucky to flank them. And in that build it works great.
#245
Posted 18 August 2019 - 04:07 AM
Mystere, on 17 August 2019 - 12:53 PM, said:
If after these words -- again -- you still do not get it, then there is no hope for you:
Others already figured it out. You, on the other hand, got distracted, and like a puppy chasing its tail at that .. or a cat with catnip. Take your pick.
And, oh, I love meat, especially the grilled kind!
Finally, I am here for the comedy, among other things of course. It's surprisingly less sanitized that what you now see on TV. As such, I am staying, like it or not.
[left][/size]
Guess what? I just realized that, intentionally or not, it happened anyway.
not sure who the people you claim have "figured it out" are. it seems all of the people who engaged with you on this topic seem to have just realized you're a waste of time and stopped engaging with you (bar me of course).
not sure if that's a point in your favor, i'm afraid.
#246
Posted 18 August 2019 - 04:26 AM
Tiantara, on 18 August 2019 - 03:48 AM, said:
- Maybe... but I prefer more firepower over mobility in some builds. Just because mobility not works great with my aim and play-style. So, if JJ can be changed to more ammo and weapon, or heatsinks - they will be changed. I use JJ only in mech where you can't rip them off and they fixed. Victor - yes. Brawler mostly, at 61kph more than enough to deal damage in close combat.
you dont understand that a victor is a slow shot trap at that speed with that hull. with that speed it faces mechs it wont be good at. you are too slow to keep up with heavies (which it SHOULD be with and also fight against mainly) or go fast and use the jj's to get to places you dont expect it to be. those JJ's are actually the main thing on it. Use the environment to your advantage.
while we are at it, just had a 1k dmg, 4 kill 6 kmdd battle in it on solaris city. 61kph without the jj's would not have done it there in general.
Tiantara, on 18 August 2019 - 03:48 AM, said:
- Hmmm If I can put some quick engine or add speed, I do it. But If all firepower of 80 mech become equal to 20damage points, I see no use of all that mobility at all. Better get more shield armor and cover weapon. Also, I don't buy 80t mech if I can't get max possible firepower and nice speed in same time.
which is basically what brawlers do. best speed and firepower combination is short range. srm's, ac20's, mpl's, mlas.
on some cases (especially stuff like gargoyle's and executioners you can mix micro lasers and small lasers just fine) you may get away with MRM's and gausses due to hardpoint locations.
Tiantara, on 18 August 2019 - 03:48 AM, said:
- Yeap, all mech have best fitting build for them. Allhighlander I have - mostly missile-boat. So - range is vital, spotters is vital. Tag+LRM and some lasers if have places. All other Highlanders not in my taste.
highlanders as lrm boats is one of the biggest wasted tonnage you can do. im not a huge fan of LRM assaults in general if you cant make use of them up close too. thats what armor sharing is about, get that heavy armor into the front line! use it!
a gauss/MRM combination for example, LPL/ac5's, stuff like that.
as soon as your 90 ton, heavy armor quirked mech does not face other assaults with less armor its a bad thing for a team in general.
the dragon-5N is typically played with 3 uac2's, very specific mech/role, just like the 1N.
you COULD do a uac10 (40% jamming reduction!) + ppc or mpl/mrm support out of it. other than that its a very specific chassis to begin with.
the zeus itself is made too big in here. just sad fact.
has no jj's. pretty much needs XL and doesnt have many armor quirks but structure.....(SHAME!) its on a whole different island completely by itself.
i use one variant quite well and that has a awfully hot mix of 2 Heavy ppc's and a mrm 40.
it will always be a situational mech unless PGI fixes its quirks and recognizes that 80 ton mechs in general need a good boost in everything but MAINLY ARMOR!!! which most have just not the sad Zeus. when it was smaller you could run it more effectively.
#247
Posted 18 August 2019 - 04:49 AM
Alienized, on 18 August 2019 - 04:26 AM, said:
while we are at it, just had a 1k dmg, 4 kill 6 kmdd battle in it on solaris city. 61kph without the jj's would not have done it there in general.
- Jumping mech easy legs-targets for me. If someone jump - highly possible that he lands without one leg. Because mech in air really vulnerable and predictable. Also - xl engine in 75-90t mech light target. Kill it from massive shot - easy task. double ac20 and double Hgauss do that quick. About environment - you right... But, I use Victor to cover slow assaults, make possible for them bring damage without fear of heavy and medium mech. In solaris duel - speed not so vital.
Alienized, on 18 August 2019 - 04:26 AM, said:
on some cases (especially stuff like gargoyle's and executioners you can mix micro lasers and small lasers just fine) you may get away with MRM's and gausses due to hardpoint locations.
- Yeah, if you fit all that precious ac20 or artemisSRM in tonnage... some mech just have not enough spaces for weapons, not mentioned heatsinks. And some light even have restrictions like "must-have-3-heatsinks" or mech won't run at all.
Alienized, on 18 August 2019 - 04:26 AM, said:
a gauss/MRM combination for example, LPL/ac5's, stuff like that.
as soon as your 90 ton, heavy armor quirked mech does not face other assaults with less armor its a bad thing for a team in general.
- Clan Highlanders. IS have armor, but Clan version of IIC pretty weak of armor and really good with LRM in many ways. Brawling mech from them - as good as wooden shield against fire. And IS version less good comparing to Orion or cyclops on my point of view. Besides - I have equal IS and Clan mech as merc...
Alienized, on 18 August 2019 - 04:26 AM, said:
you COULD do a uac10 (40% jamming reduction!) + ppc or mpl/mrm support out of it. other than that its a very specific chassis to begin with.
- Hate UAC jamming. You have target, have ammo, and can't do a shot. Not a weapon on which I can rely. Better Rotary, you can keep it on edge and do rapid fire on will.
Alienized, on 18 August 2019 - 04:26 AM, said:
has no jj's. pretty much needs XL and doesnt have many armor quirks but structure.....(SHAME!) its on a whole different island completely by itself.
i use one variant quite well and that has a awfully hot mix of 2 Heavy ppc's and a mrm 40.
it will always be a situational mech unless PGI fixes its quirks and recognizes that 80 ton mechs in general need a good boost in everything but MAINLY ARMOR!!! which most have just not the sad Zeus. when it was smaller you could run it more effectively.
- Aha... hi is big. XL on it really straight road to death, so STD my choice. But sometimes it plays really good.
#248
Posted 18 August 2019 - 05:15 AM
Tiantara, on 18 August 2019 - 04:49 AM, said:
- Jumping mech easy legs-targets for me. If someone jump - highly possible that he lands without one leg. Because mech in air really vulnerable and predictable. Also - xl engine in 75-90t mech light target. Kill it from massive shot - easy task. double ac20 and double Hgauss do that quick. About environment - you right... But, I use Victor to cover slow assaults, make possible for them bring damage without fear of heavy and medium mech. In solaris duel - speed not so vital.
- Yeah, if you fit all that precious ac20 or artemisSRM in tonnage... some mech just have not enough spaces for weapons, not mentioned heatsinks. And some light even have restrictions like "must-have-3-heatsinks" or mech won't run at all.
- Clan Highlanders. IS have armor, but Clan version of IIC pretty weak of armor and really good with LRM in many ways. Brawling mech from them - as good as wooden shield against fire. And IS version less good comparing to Orion or cyclops on my point of view. Besides - I have equal IS and Clan mech as merc...
- Hate UAC jamming. You have target, have ammo, and can't do a shot. Not a weapon on which I can rely. Better Rotary, you can keep it on edge and do rapid fire on will.
- Aha... hi is big. XL on it really straight road to death, so STD my choice. But sometimes it plays really good.
you dont shoot legs on jumping assaults. they always are fully armored and therefor have more armor than a side torso (even with all the quirks, the ST of a Victor-9S is at 85 compared to its 95 leg armor).
the times i get legged on such mechs in general is literally non existant as its just a waste. even legged, its still a deadly brawler. the last thing you want to do is keeping it in a cramped corner, shielding his intact leg with the dead one, fully able to deliver its alpha at a minor shooting angle.
besides, jumping in itself is a highly common damage spreader. what you just dont want to realize that you SHOULD NOT engage Hgauss frontal and THATS WHY you use jj's or mobility. to deliver a high alpha in the BACK of HGauss mechs.
if you then stay with your assaults you are still too slow to fight off meds/lights or are getting eaten yourself.
you should be able to figure out yourself that ac20/srm loadouts on IS side are for heavies/assaults so no point bringing out the medium/light class. so dont bring inadequate stuff up pls.
the centurions are in a general bad state like a zeus. no point denying that. some mechs just arent good or didnt get a proper quirk set.
just look where the blackjacks are now. once everywhere, now back to non existant.
clan highlanders are support mechs. that beeing said they work in a variety of ways without shining anywhere.
they can do UAC10/lpl hammering just fine etc but they are what they are, second class mechs like most 2C mechs.
they do well in supporting main assaults but can do alot more than LRM lobbing. you just gotta make it (TEAM!)work.
from what i can see now, you just dont WANT to take advices on how to play certain mechs. you pretty much dismissed most of the things i said.
i can see why you dislike some things but then the mechs simply are in disdvantage to begin with which we can see.
so really, all i can tell you is use different mechs or maybe think more outside the box and learn to play differently.
Edited by Alienized, 18 August 2019 - 05:16 AM.
#249
Posted 18 August 2019 - 05:35 AM
Alienized, on 18 August 2019 - 05:15 AM, said:
you dont shoot legs on jumping assaults. they always are fully armored and therefor have more armor than a side torso (even with all the quirks, the ST of a Victor-9S is at 85 compared to its 95 leg armor).
the times i get legged on such mechs in general is literally non existant as its just a waste. even legged, its still a deadly brawler. the last thing you want to do is keeping it in a cramped corner, shielding his intact leg with the dead one, fully able to deliver its alpha at a minor shooting angle.
besides, jumping in itself is a highly common damage spreader. what you just dont want to realize that you SHOULD NOT engage Hgauss frontal and THATS WHY you use jj's or mobility. to deliver a high alpha in the BACK of HGauss mechs.
- Getting 2 alpha of 45 damage = 90 leg armor. Not everyone maxes legs on assault as I see in game. So, jumping mech for my builds a bit easier target. I judging from my own experience. Double Hgauss really rare in game. You see them before they see you and most time they have longer reload time. Enough to take 1-2 shots from them and in same time return twice as much damage back, crit gun and make it blow. I test it in duels and in QP too.
Alienized, on 18 August 2019 - 05:15 AM, said:
- Defend back, catch legs or side torso of light and do alpha. Usually 1 hit from gauss or ac20 more than enough to kill light.
Alienized, on 18 August 2019 - 05:15 AM, said:
the centurions are in a general bad state like a zeus. no point denying that. some mechs just arent good or didnt get a proper quirk set.
just look where the blackjacks are now. once everywhere, now back to non existant.
- Some medium really good with AC20 as well. And many heavy just have no room for ac20 at all. Centurions great brawlers with speed about 81 (medium with less speed - dead medium). What about blackjack? Low cooldown, nice range for ac2 - great harasser and support from distant. 4 damage on longrange and nearly 20 in midrange.
Alienized, on 18 August 2019 - 05:15 AM, said:
they can do UAC10/lpl hammering just fine etc but they are what they are, second class mechs like most 2C mechs.
they do well in supporting main assaults but can do alot more than LRM lobbing. you just gotta make it (TEAM!)work.
- Yeap. Support.
Alienized, on 18 August 2019 - 05:15 AM, said:
i can see why you dislike some things but then the mechs simply are in disdvantage to begin with which we can see.
so really, all i can tell you is use different mechs or maybe think more outside the box and learn to play differently.
- Why so? I take advices, but only which really works. If I make mech and got worse result with advice about it's build - it not help at all. I really respect advices and even try them sometimes. But in same time - are my builds really so bad? If I get on them 500dm - its ok, than I get 120 but with proper build. Again, I test every mech even those, which bad just as is. And when I find build which works with that mech I use it, not some kind meta build witch good for specific players and noone else.
- And yes, I use different mech, and play on the mood or concentration level.
#250
Posted 18 August 2019 - 05:51 AM
Tiantara, on 18 August 2019 - 05:35 AM, said:
- Getting 2 alpha of 45 damage = 90 leg armor. Not everyone maxes legs on assault as I see in game. So, jumping mech for my builds a bit easier target. I judging from my own experience. Double Hgauss really rare in game. You see them before they see you and most time they have longer reload time. Enough to take 1-2 shots from them and in same time return twice as much damage back, crit gun and make it blow. I test it in duels and in QP too.
- Defend back, catch legs or side torso of light and do alpha. Usually 1 hit from gauss or ac20 more than enough to kill light.
- Some medium really good with AC20 as well. And many heavy just have no room for ac20 at all. Centurions great brawlers with speed about 81 (medium with less speed - dead medium). What about blackjack? Low cooldown, nice range for ac2 - great harasser and support from distant. 4 damage on longrange and nearly 20 in midrange.
- Yeap. Support.
- Why so? I take advices, but only which really works. If I make mech and got worse result with advice about it's build - it not help at all. I really respect advices and even try them sometimes. But in same time - are my builds really so bad? If I get on them 500dm - its ok, than I get 120 but with proper build. Again, I test every mech even those, which bad just as is. And when I find build which works with that mech I use it, not some kind meta build witch good for specific players and noone else.
- And yes, I use different mech, and play on the mood or concentration level.
as i mentioned earlier, the mechs you play dont suit your playstyle.
you also need to work heavily on your general movement and map control (which ALOT of people have to do to be fair.)
the times i play meta are propably 5% at max (sometimes a hgauss fafnir or so) other than that i switch my mech after almost every battle so thats no excuse either.
keeps me challenged, focused.
i throw loadouts around permanently. so nothing diff than you on that part.
#251
Posted 18 August 2019 - 09:50 AM
#253
Posted 18 August 2019 - 11:30 AM
#254
Posted 18 August 2019 - 01:32 PM
Alienized, on 18 August 2019 - 04:26 AM, said:
Just want to point out that armor sharing is about reducing the value of the opponent's damage by spreading it not only across all of the components on a 'Mech, but also across all of the 'Mechs on a team, allowing individual 'Mechs to be able to deploy their firepower for longer. With respect to Assaults, In practice their heavy armor is there because it is slow to expose and slow to retreat and it needs it all for itself so it can deploy the firepower which often is not actually all that impressive compared to a well-built Heavy in the same tech base and has an advantage mostly in cooling and sometimes in range. It's up to the rest of the team to present and draw fire so the Assault's armor lasts long enough for it do deal that damage.
Assaults that are used to soak for the team are the exception rather than the rule and are limited to a very, very small group; basically the Atlas back before it got agility nerfed, maybe the Annihilator. A standard MO is actually to send your Lights and Mediums out to draw fire, followed by the heavies, with the Assaults bringing up the rear to just shred an enemy that has now expended some of its heat cap on lower priority targets and has to spend precious time re-aligning its firepower onto these Assaults.
#255
Posted 18 August 2019 - 06:40 PM
Alienized, on 18 August 2019 - 05:51 AM, said:
you also need to work heavily on your general movement and map control (which ALOT of people have to do to be fair.)
the times i play meta are propably 5% at max (sometimes a hgauss fafnir or so) other than that i switch my mech after almost every battle so thats no excuse either.
keeps me challenged, focused.
i throw loadouts around permanently. so nothing diff than you on that part.
- I have one question than... If enemy mech with less armor best for team to win, why team so afraid to support own longrange or flanking mech to lower enemy armor and so forward to deal damage solo at any cost? Why mostly team not use advantage of ATM\LRM on longrange (even when other side have no ECM mech at all and move on open space) and get pretty weakened mech to deal with? Why no matter what build and how long cool-down of weapon is, everyone run into brawl and drive all other to it? I don't even mention situation when all moved in brawl make bottleneck and often shoot each others back in friendly fire. Why mostly noone bother show enemy on map even if he has intense battle with him and really can get help from nearby mech? Is that also some part of tactic I don't understand?
Edited by Tiantara, 18 August 2019 - 06:42 PM.
#256
Posted 18 August 2019 - 06:48 PM
Instead ask yourself what you are doing wrong and how you can improve individually.
#257
Posted 18 August 2019 - 06:51 PM
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.
LOL....
You're right you don't. But you saying that shows you completely don't understand how match score is calculated.
Thanks for the laugh though.
So again, you don't average 600 damage and that is not debatable since we have the data available for review.
Edited by Feral Clown, 18 August 2019 - 06:52 PM.
#258
Posted 18 August 2019 - 07:11 PM
Prototelis, on 18 August 2019 - 06:48 PM, said:
Instead ask yourself what you are doing wrong and how you can improve individually.
-
Hmmm... good question. Mostly I try my best to:
1. Deliver damage and in same time live a bit longer to deliver it. On longrange sometimes I forget that noone cover me and stay alone... And on slow mech that ends not good, agree.
2. Trying to support teammates on LRM (when I choose mech with it), if they in same time lock enemies and keep them locked. ECM or rad.depr mech can't be locked and that a problem, but in all other cases - I can strip mech from armor in no time. Because if I have LRM - that mech fully skilled for it. (But sometimes I can get advice to go overheat if I have LRM or search targets by myself)
3. On fast mech I usually protect slow assaults from light\medium. On that mech I have all what can kill light or medium mech quick enough or drive them from assault as quick as possible. On a bit slower like (81kph) medium I go at same speed as heavy to support them in brawl.
4. On light (mech I play really rare and have only models I love how they look and play), I do scout, show enemy position, provide some fire from range to distract, put UAV or place artillery hit on slow group. Some of them skilled to deliver high damage blow to back of slow target.
Feral Clown, on 18 August 2019 - 06:51 PM, said:
You're right you don't. But you saying that shows you completely don't understand how match score is calculated.
Thanks for the laugh though.
So again, you don't average 600 damage and that is not debatable since we have the data available for review.
- Well. Laugh make life longer. I agree that I don't count plays where I got instant death and have nearly zero damage score. Because that... like no game at all. You get into position and like... have friendly fire in your back and loose 3\4 of weapons. Or get precise shot and ammo detonation. Or meet enemy and get headshot. Or you drop in second wave and get focused fire. All that just no luck and don't count. So, yeah.. I mean all games where I have chance to play at all.
#259
Posted 18 August 2019 - 07:16 PM
Tiantara, on 18 August 2019 - 07:11 PM, said:
- Well. Laugh make life longer. I agree that I don't count plays where I got instant death and have nearly zero damage score. Because that... like no game at all. You get into position and like... have friendly fire in your back and loose 3\4 of weapons. Or get precise shot and ammo detonation. Or meet enemy and get headshot. Or you drop in second wave and get focused fire. All that just no luck and don't count. So, yeah.. I mean all games where I have chance to play at all.
Well sorry that stuff counts and has an effect on your average.
#260
Posted 18 August 2019 - 07:19 PM
Feral Clown, on 18 August 2019 - 07:16 PM, said:
Well sorry that stuff counts and has an effect on your average.
- ~_~ yeah... in statistic it counts and make my numbers worse. But there nothing I can do.
Like there.
And next play looks like that.
And next also not so bad. So - 3 play, one unluck enough.
Edited by Tiantara, 18 August 2019 - 08:03 PM.
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