You realize that you get the same cbills for an assist as you do for a kill, right? And you get the same amount for everytime some lrm boat fires on a target you're lighting up? And if you are part of the winning capture, it's the cbill equivalent of dealing 750 damage?
Please remember that the goal of each drop is to take the enemy base, and keep them from taking yours. If this becomes your goal, and the goal of your team, you make more money, and take less damage. And IF you get into a furball, it's a damn good game.


Change In C-Bill Earnings For Damage
Started by Elkarlo, Nov 29 2012 08:22 AM
23 replies to this topic
#21
Posted 29 November 2012 - 11:39 AM
#22
Posted 29 November 2012 - 11:41 AM
Multiply it by 75 I say.
#23
Posted 29 November 2012 - 11:47 AM
PGI still needs to make money, so the total average c-bills we make shouldn't increase. if we drop the cbills you get for just showing up to a match and increase the cbills for killing and damaging it will discourage afkers and suiciders and encourage playing as a team.
#24
Posted 29 November 2012 - 12:30 PM
Quad Ace, on 29 November 2012 - 11:39 AM, said:
You realize that you get the same cbills for an assist as you do for a kill, right? And you get the same amount for everytime some lrm boat fires on a target you're lighting up? And if you are part of the winning capture, it's the cbill equivalent of dealing 750 damage?
Please remember that the goal of each drop is to take the enemy base, and keep them from taking yours. If this becomes your goal, and the goal of your team, you make more money, and take less damage. And IF you get into a furball, it's a damn good game.
Please remember that the goal of each drop is to take the enemy base, and keep them from taking yours. If this becomes your goal, and the goal of your team, you make more money, and take less damage. And IF you get into a furball, it's a damn good game.
Yes, but at 10 cbills per point of damage, even the ammo efficient ac/5 costs 100 cbills a shot extra, and is far less effective as a weapon than many others.
The gauss, heavy ballistics and missiles suffer the most though. Lrm at a full capacity will only get you a raw maximum of 324 damage per ton and a cost per damage of 92 at 100% accuracy for regular lrm, double that for Artemis. The gauss is at 133( just realized this, ouch), the ac/20 is at 71, the lbx is at 133, same as the guass for much less effective a weapon.
Edited by Deadoon, 29 November 2012 - 12:31 PM.
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