


Zero Damage, On Both Teams!
#1
Posted 25 June 2023 - 08:11 PM

#3
Posted 25 June 2023 - 08:46 PM
#4
Posted 25 June 2023 - 09:30 PM
#5
Posted 25 June 2023 - 11:26 PM
Chloe Cole Kerensky, on 25 June 2023 - 08:11 PM, said:
Not quite entirely Zero Damage but I get what you mean. It did however look like some Team Damage was handed around? Some of those scores look suspiciously low.

Now if only everyone could learn that a Team is supposed to kill ten (or eleven) of the Enemy Mechs first, then strand two (or one) in a manner where they can not stop your Team from capping, and finally get the Enemy Base for that lovely Capture Success Bonus to finish a Match enjoyably... Oh well, here's to dreaming about having the right scenario.

Strangely, it looks to me like the Enemy Team managed to ensure that none of them should get the PSR Down Arrow hurting their standings.

~D. V. "That's some real wackiness in the Assault Match which you were part of." Devnull
#6
Posted 26 June 2023 - 03:29 AM
#7
Posted 26 June 2023 - 11:42 AM
#8
Posted 26 June 2023 - 02:46 PM
SafeScanner, on 26 June 2023 - 11:42 AM, said:
Given what I see in the OP's post up there, it's more likely the Enemy Team all got PSR Up Arrows while the OP's Team ended up all getting PSR Down Arrows... There's simply a really obvious gap showing when you take the whole list in.

~D. V. "Enemy Team PSR+, OP Team PSR- ... at least, with what's in the image!" Devnull
#10
Posted 26 June 2023 - 03:29 PM
D V Devnull, on 26 June 2023 - 02:46 PM, said:

~D. V. "Enemy Team PSR+, OP Team PSR- ... at least, with what's in the image!" Devnull
you would be suprised psr i would venture a guess anyone sub 50 and sub 11 got punished
#11
Posted 26 June 2023 - 05:21 PM
the check engine light, on 26 June 2023 - 03:58 PM, said:
Objective wins don't pay as much as scrubbing a couple red blips off the scoreboard, because it doesn't take much effort to squat inside a laser fence and avoid a fight.
i meant that as a reason why modes are a waste of resources. no matter what you do it ends up being skirmish even if there is some way to end the match faster. and sometimes it just baits some low skilled player to end the match prematurely during the somewhat lucrative mop-up phase. id rather get rid of the token objective and have another endgame mechanic for when someone decides to play chicken. but it doesnt hurt to tweak scoring to pay out a little better, you can double it and it would still suck.
ultimately this is a war game, and one thing the anti-stand-in-boxes crowd fail to realize is that part of war is controlling territory, not necessarily cap points, but territory. conquest works for that to a degree though you need respawns to actually make it shine. then a large battle becomes broken up to a more complex array of micro engagements which frankly makes battle a lot more interesting. having this in quick play is a non starter because of the time required to play it out correctly.
but in this you do have a blueprint for a new mode. you want to to kill mechs, you want to control territory, and you want the more nuanced battle rather than murderball on murderball action. best way to do that? repair bays. what if the atlas you cored out in the first 5 minutes comes back later fully repaired, then you get to shoot at it more. what if rather than having a meaningless square to stand in, that square grants you the ability to hurt the enemy more? what if capping this point makes it so you can repair your damaged mechs or reload. what about towers that come with quirks so long as you are in its radius. more hot and cold spots.
otherwise we can stick to the oft regurgitated standard issue rhetoric and keep the same minimally viable quasi-skirmish mode we have had all along.
Edited by LordNothing, 26 June 2023 - 05:25 PM.
#12
Posted 26 June 2023 - 07:09 PM
SafeScanner, on 26 June 2023 - 11:42 AM, said:
The intent of PSR is to score each pilot relative to how all pilots did (match average) and how pilots on their own team did (team average). There are some multipliers/weights and offsets, but there really is not much more to it.
While the scores are unusual in this match, the PSR formula is still applied the same.

#13
Posted 26 June 2023 - 08:01 PM
dubstep albatross, on 26 June 2023 - 07:09 PM, said:
The intent of PSR is to score each pilot relative to how all pilots did (match average) and how pilots on their own team did (team average). There are some multipliers/weights and offsets, but there really is not much more to it.
While the scores are unusual in this match, the PSR formula is still applied the same.

Not to sound rude what i am looking at here
#14
Posted 26 June 2023 - 08:14 PM
thanks for the correction
Edited by SafeScanner, 26 June 2023 - 08:15 PM.
#15
Posted 26 June 2023 - 09:21 PM
SafeScanner, on 26 June 2023 - 08:01 PM, said:
SafeScanner, on 26 June 2023 - 08:14 PM, said:
thanks for the correction
My bad here, I should have taken a bit more time in my response! the check engine light covered the basics of it. The main takeaway from the screenshot is the far right column. That is the PSR change for each pilot. A negative number (in red) is a subtraction of the pilot's accumulated PSR. The end-of-match signals are not quite lined up with plus/minus. A green arrow is 2 or more up, a red arrow is 1 or more down, and between the two is the yellow equals.
The formula is:
PSR = (w * 5) - 20 + (20 * ((0.6 * ms / a) + (0.4 * ms / m)))
Where w is either 1 (for a win) or a -1 (for a loss), ms is the pilot's match score, a is the pilot's team average match score, and m is the match average match score. Some of the columns in the screenshot are different parts of the formula.
We could 10x every pilot's score in that game and the PSR changes for each pilot would be the same. It really is about how any given pilot does, relative to the other players, and not about the score by itself.
#16
Posted 27 June 2023 - 07:03 AM
the check engine light, on 26 June 2023 - 05:52 PM, said:
i was thinking of holding territory as more having mechs in a larger perimeter. no countdown, no boxes, you just to have one mech and no enemy mechs in it and its yours. like holding a portion of the map with designated boundaries. holding doesn't make tickets go away but instead grants your team all the assets in that perimeter. assets which either gives you a strategic advantage or some other bonus that makes holding as many regions as possible the desired way to play. you still win by killing mechs.
Edited by LordNothing, 27 June 2023 - 07:04 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users