How Much Damage At A Minimum Should A Player Do In Order To Be Considered A Credit To The Team?
#41
Posted 14 February 2013 - 07:52 AM
#44
Posted 14 February 2013 - 08:11 AM
#45
Posted 14 February 2013 - 08:13 AM
Escef, on 14 February 2013 - 07:58 AM, said:
Libel is the word you are looking for as I wrote it down and did not say it to your face. I still stick to my guns and say the ones picking doesn't matter are liars and are most likely either not pulling their weight in fights or are the whiners trying to hide their whining by saying its okay so they can rage on people later.
Oh and a better statement from you would have been. Take your libelous statement and go elsewhere. However since it was spoken in general and not targeted at anyone in particular the most it could be considered is defamation of a groups character.
/Grammar **** rant over.
#46
Posted 14 February 2013 - 08:13 AM
Cap Race.
#47
Posted 14 February 2013 - 08:13 AM
#48
Posted 14 February 2013 - 08:13 AM
It doesn't account for spotting.
It doesn't account for standing on the enemy base to split up the enemy.
It doesn't account for scouting.
It doesn't account for doing the dozens of other things that scouts do that causes disruption to the enemy, but doesn't do damage (or much damage).
#49
Posted 14 February 2013 - 08:15 AM
All it takes to be a credit is doing the job your mech was designed to do.
#50
Posted 14 February 2013 - 08:16 AM
Eric darkstar Marr, on 14 February 2013 - 08:13 AM, said:
Oh and a better statement from you would have been. Take your libelous statement and go elsewhere. However since it was spoken in general and not targeted at anyone in particular the most it could be considered is defamation of a groups character.
/Grammar **** rant over.
Ok, how about this then?
I find your horrific mischaracterization of a large portion of the player base offensive, and would prefer if you kept such comments locked in that tiny mind of yours.
#51
Posted 14 February 2013 - 08:18 AM
#52
Posted 14 February 2013 - 08:22 AM
I think it’s an incredibly subjective thing. I do not envy the devs at all trying to figure out the best way to reward people.
Clearly damage matters, but I don’t think it tells the whole picture and I personally don’t get upset when I see people in the stats with low damage. They may have been scouting, or on the receiving end of an awesome head shot; I don’t usually know. The only damage stat that really gets under my skin is 0, because that is almost impossible if you’re giving even the slightest effort.
But if I have to pick a number, I’d say most pilots should be able to throw out 75-100 points of damage before death no matter what they are driving.
#53
Posted 14 February 2013 - 08:26 AM
Also when we are talking pugs no-one can actually demand anything. If you want to set rules and have a measuring stick... Well that is what "guilds" are for. In them you can set what ever rules you like.
#54
Posted 14 February 2013 - 09:43 AM
#55
Posted 14 February 2013 - 09:49 AM
The dual ac-20 allows me to put the firepower where I need it and allows for 1-shot kills to the head.
I've seen players do tons of damage in a game that really didn't help much, they shot both arms, both side torsos, the legs and the back all before killing a single mech.
I like to do at least 300-400 damage per game in order to feel like I kept up my end of being a team player, but there are so many other ways to contribute that at the end of the day you can't just look at damage or kills.
#56
Posted 14 February 2013 - 09:58 AM
#57
Posted 14 February 2013 - 09:59 AM
Eric darkstar Marr, on 14 February 2013 - 07:25 AM, said:
Those posting that damage is the relevant factor lie as well. Example:
Our team did 2,681 damage,
enemy team did only 2,072 damage.
So our team did nearly 30% more damage than enemy team. However, the enemy team wiped us out and won with half their mechs still alive. That's how much total damage matters.
Also individual battle results are meaningless without knowing the story. That screen might indicate that I don't have the much of a clue how to aim properly and kill a mech, or it might mean something else entirely.
Edited by Snib, 14 February 2013 - 10:10 AM.
#58
Posted 14 February 2013 - 10:05 AM
Additionally, who is the bigger asset: the guy who has 200 damage and 5 kills, or the guy who has 1000 damage and 2 kills? How do you know whether the first guy was just a really good sniper or just got lucky with kill steals?
Yes, I think it's safe to say that more damage is never bad, but I think it's impossible to say that lower damage is bad unless you know exactly what happened to contribute to the lower numbers.
#59
Posted 14 February 2013 - 10:05 AM
Lights = 200 dmg to be a decent contributor
Mediums = 300 dmg
Heavies = 400 dmg
Assaults = 500 dmg
It seems like a fair amount for most mechs. Of course if your role is to flank/disrupt, cap, escort/protect LRM boats etc, then this really isn't valid. In a general assault role the above numbers are fairly accurate. Also this is an average damage for a well rounded build. If you are A1 Splat catting (all SRM's) then your numbers better be a lot higher than a K2 dual AC20 Cat even though it is the same weight class.
I won't be voting because none of the options really work.
#60
Posted 14 February 2013 - 10:06 AM
Nonsense, on 14 February 2013 - 07:48 AM, said:
Challenge accepted. Going through my screenshots I can come up with countless examples of that, actually the majority of battles seem to end that way. How about 6 of them under 150ish damage?
(obviously we had a trial, they had 2 trials and everyone was a noob, but that's the reality of random battles, we're not talking 8-mans here)
Edited by Snib, 14 February 2013 - 10:10 AM.
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