Points for damage
Matthew94
Join Date: 2011-08-06 Member: 114690Members
I think it would be good if they did a points system like Resistance 2 or Brink where you got points for total damage done rather than for kills.
I think it would be good and encourage the use of different attacks like the Lerk's spore attack which in normal circumstances would rarely get a kill but would inflict small amount of damage on lots of enemies, if the other points system was in place the player would be rewarded for the damage and in the current one the attack would be useess in terms of points.
I think it would be good and encourage the use of different attacks like the Lerk's spore attack which in normal circumstances would rarely get a kill but would inflict small amount of damage on lots of enemies, if the other points system was in place the player would be rewarded for the damage and in the current one the attack would be useess in terms of points.
Comments
Are you daft? I was referring to killing only...
Why would you want another method to measure kills? The score should encompass every aspect of the game, such as support, construction, and healing, not just measure kills in another way.
Oh lord...
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I'm this close to going full caps lock :P
Instead of just doing a fixed amount of points for who ever gets the kill, dole out points for damage rather than the kill itself. Leave the other points the way they are.
I can't believe this is so hard for you to grasp, did you eat glue as a child?
Although one problem springs to mind:
player1 deals 110hp 30ap damage to lerk
lerk goes and heals
player2 kills the lerk, dealing 130hp 30ap damage
How are the points divided? Each one of them dealt 87.5%+ damage to the lerk. Also, what about the same situation but with 3 or 4 players that attack it? (just a lucky lerk lol) Or I guess a fade would be a better example for this seeing as how they hit and run.. but still how do you propose the points are divided for a unit that goes and heals to full health?
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I'm this close to going full caps lock :P
Instead of just doing a fixed amount of points for who ever gets the kill, dole out points for damage rather than the kill itself. Leave the other points the way they are.
I can't believe this is so hard for you to grasp, did you eat glue as a child?<!--QuoteEnd--></div><!--QuoteEEnd-->
Totally misread you're post, sorry! +1 to the idea, but I think it should extend to the things I've suggested. Kill points are not the only thing suffering from this problem.
<!--quoteo(post=1871585:date=Aug 27 2011, 04:49 PM:name=Corpsey)--><div class='quotetop'>QUOTE (Corpsey @ Aug 27 2011, 04:49 PM) <a href="index.php?act=findpost&pid=1871585"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm as against this as I am for it.. It would be interesting to see people with high k/d ratios with lower points than people with even or negative ratios simply because they've gotten the kill but not necessarily dealt the damage.
Although one problem springs to mind:
player1 deals 110hp 30ap damage to lerk
lerk goes and heals
player2 kills the lerk, dealing 130hp 30ap damage
How are the points divided? Each one of them dealt 87.5%+ damage to the lerk. Also, what about the same situation but with 3 or 4 players that attack it? (just a lucky lerk lol) Or I guess a fade would be a better example for this seeing as how they hit and run.. but still how do you propose the points are divided for a unit that goes and heals to full health?<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not hard, you just give something like 1 pt for every 100 damage dealt on the fly without consideration if it led to a kill. You don't wait till the kill occurs and divide the damage points.
He knew that, he also one upped you, and explained all the other areas that need dynamic points. He understands the topic of point distribution quite well I imagine.
The why did he say
"Totally misread you're post, sorry!"
I agree with him too when he elaborated in his points and he is correct.