Kill To Death Ratio And Assists!
#1
Posted 27 November 2012 - 12:07 PM
And my K/D ration is like .27 lol
CAN YOU GUYS PLEASE! lol put assist stats on there as well.
It's EMBARRASSING!
#2
Posted 27 November 2012 - 01:45 PM
#3
Posted 27 November 2012 - 01:49 PM
In the end it's about Win / Loss, because this is a team game, and your team's success matters more than your personal one.
A scout doing his job undetected, will probably not have a good K/D, but a high Win / Loss, because he is doing a great job on what he is doing. (just an example)
#4
Posted 27 November 2012 - 06:12 PM
Edited by Niko Snow, 14 December 2012 - 01:09 AM.
CoC
#5
Posted 27 November 2012 - 06:39 PM
Edited by Niko Snow, 14 December 2012 - 01:09 AM.
CoC
#6
Posted 27 November 2012 - 06:41 PM
I want a AVG damage per match counter though.
#7
Posted 27 November 2012 - 06:59 PM
One of the best things form early FPS, was that your K/D disappeared after the round. People tried to get a good one (nothing bad with that, it pretty much means victory in Deathmatch), but they were more willing to take risks. Didn't run away as much. Stayed and fought till the end.
I can't count the matches where faster mechs ran away from the brawl I was in. Seemed bad, but nonetheless, I nearly won. A single medium laser could have made the difference. But no, cowards ran away to the farthest corner of the map and shutdown, all to save their e-peen.
Assists alone though, don't mean anything. You just need to hit your enemy with anything and it will be an assist. No problem running around and just shooting everybody once. W/L doesn't mean anything aswell. It's teamplay, no way anyone could check if you actually helped to achieve victory. Maybe you were the only one to do well on your team, but still lost?
Average damage would only work if it also tracked what weight class you run with. An Atlas pilot should deal more damage than a scout.
Persisitent stats will only be meaningful, if we get a detailed track of lots of variables. Average damage, weight class, how many spots, how many assists, etc.
If you care so much for your K/D, play with a group, The only reliable way to keep it high, and if you play in a proper clan, they'll teach you that it never meant anything in the first place.
#8
Posted 27 November 2012 - 07:56 PM
#9
Posted 27 November 2012 - 08:08 PM
BloodGhost, on 27 November 2012 - 06:59 PM, said:
One of the best things form early FPS, was that your K/D disappeared after the round. People tried to get a good one (nothing bad with that, it pretty much means victory in Deathmatch), but they were more willing to take risks. Didn't run away as much. Stayed and fought till the end.
I can't count the matches where faster mechs ran away from the brawl I was in. Seemed bad, but nonetheless, I nearly won. A single medium laser could have made the difference. But no, cowards ran away to the farthest corner of the map and shutdown, all to save their e-peen.
Assists alone though, don't mean anything. You just need to hit your enemy with anything and it will be an assist. No problem running around and just shooting everybody once. W/L doesn't mean anything aswell. It's teamplay, no way anyone could check if you actually helped to achieve victory. Maybe you were the only one to do well on your team, but still lost?
Average damage would only work if it also tracked what weight class you run with. An Atlas pilot should deal more damage than a scout.
Persisitent stats will only be meaningful, if we get a detailed track of lots of variables. Average damage, weight class, how many spots, how many assists, etc.
If you care so much for your K/D, play with a group, The only reliable way to keep it high, and if you play in a proper clan, they'll teach you that it never meant anything in the first place.
I think it would be great to be able to compare your stats with people using the same mech. It would give you a feel on if you were where you should be skill wise.
I disagree about W/L not meaning anything though. Even in a pug, you influence the outcome of the game by a certain percentage. The percentage gets more accurate the more you play.
#10
Posted 28 November 2012 - 04:44 PM
although i'd ad you need to do at list 10% of the damage to stop the Jenners running around and hiting everone once just to get assist points.
#11
Posted 11 December 2012 - 10:32 AM
#12
Posted 11 December 2012 - 10:41 AM
#13
Posted 11 December 2012 - 10:56 AM
#14
Posted 11 December 2012 - 11:36 AM
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