With a team of 8 players you should expect every player to deal about 200 damage in a perfect world. If everyone does that much the game is pretty much over at that point. If you are dealing 400 damage then you are carrying your team (especially if you are a light mech). If you are doing 800 damage or more you basically are the team.
Note: If you are using LRMs you need to double these numbers to be pulling extra weight because most of the time someone is spotting for you and they are taking damage as a result.
Fungeh, on 14 February 2013 - 06:05 AM, said:
It's not all about damage, good snipers can get plenty of kills with very little damage
But it rarely ever happens that way. However you can be a huge asset without doing much damage; smart lights are a perfect example of this fact. I've seen some spiders do some crazy spotting from on high. A good scout can foil a tunnel rush and let the team know to reposition to squash the push.
When I'm running with some of my friends we have a lance that typically has a damage score similar to this: 600, 500, 400, and 350. Our lance usually ends up with 50% of the kills or more. When you have 4 people with scores like this the only way you are going to lose is if you have a similar team on the opposite side.
My best mech (founders Atlas) can pull in 600-800 damage consistently and I'll usually have a few games every night close to 1000 damage [no LRMs]. When I play my Commando or Jenner I average about 400 damage. I don't run mechs that prevent me from dealing 400 damage or less because I could be doing much better with another mech. The obvious exception to this is when I'm breaking in a new trio.
If you are in a heavy or assault mech and you're only putting up about 200 damage you might want to reconsider your build or tactics (unless the enemy team is dying very fast under the perfect team scenario).
Edited by Glythe, 16 February 2013 - 04:04 AM.