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Bonuses for kill streaks


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Am i like your idea alot... But can you please edit it?

Add That, team assistance is allowed if you deal more than 60%

Add Next kill have to be killed in 10 seconds and so they can grow up to 10 kills?

...

Double kill

Triple kill

Multi kill

M-M-Monsterkill

Rampage

Ultrakill

Unsotpable

WickedSick

Godlike

And to reach the top it can be quite hard because you have only 10 seconds to kill someone

Well, what you're suggesting is pretty MLG, and I'm not very fond of MLG style simply because I think it's overrated and annoying especially those stupid useless videos of Call-of-Duty Modern Black Ops Warfare 3 annoying Snoop Dog John Cena Doritos Mtn Dew crap. So overused now it's just annoying.

 

If I added this, how would it be displayed? Would it say in the battle log "XXXX got a double kill" or "XXXX is Godlike" or "XXXX is dominating XXXX"?

 

Especially on big maps like Serpuhov, Rio, Dusseldorf, Berlin, Chernobyl, etc. it's hard to kill enemies within 10 seconds.

 

If team assistance was allowed, then everyone would be getting killstreaks and bonus XP. That's not what this system is supposed to be for.

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Add Next kill have to be killed in 10 seconds and so they can grow up to 10 kills?

  • Another suggestion would be to add a killstreak timer where you are given a certain amount of time to kill as many players as possible within that time to prevent campers. The timer would activate once you get 2/3 consecutive kills in one life

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Ok . thx for giving me a reason to no life camp 6-6 2 flag on ru1 :)

  • All killstreaks and double/combo kills are made with one life. Activating a repair kit would get rid of your killstreak.
  • XP Multiplier resets at 6 kills to prevent counter leveling
  • Another suggestion would be to add a killstreak timer where you are given a certain amount of time to kill as many players as possible within that time to prevent campers. The timer would activate once you get 2/3 consecutive kills in one life.

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what would that look like in CTF?Isidas can't (along with rico,smoky and hammer) make multiple kills,plus,players would concentrate to kill only,for gaining larger amonut of XP,flags would be more or less pointless IMO

 

Hammer cant? Hammer can kill ALOT of tanks in 1 shot. (Count all hammers bullets to know how much)

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Hammer has got 18 bullets and looking by it's shooting distance and range, would be hard, but possible to kill around 5-7 players

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Hammer has got 18 bullets and looking by it's shooting distance and range, would be hard, but possible to kill around 5-7 players

if you realy want to and you have a year to try, you would be able to kill 18 tanks (Critical hp for all of them)

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Upvoted  :)

 

I suggested this for Smoky before as an alternative to the critical shot, where you would start with low damage, but the damage would gradually increase to a maximum as you hit more and more consecutive shots on target. Although it would be interesting to see this sort of bonus for other guns.

You mean like a ranged Fury Cutter?

But what about flying and rock type tanks?

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if you realy want to and you have a year to try, you would be able to kill 18 tanks (Critical hp for all of them)


nope, bcz of range of the bullets
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TDM is the least played game mode in this game and I feel this is because TDM has no other Objective other than destroying tanks.

CTF and CP are far more popular as they have flags or control points which makes gameplay dynamic. Not taking into consideration that they both provide greater crystal rewards.

Now here's my suggestion for TDM:
For every successive kill a player gets, s/he recieves and additional 10 exp. For eg.
1st kill = 10 Exp
2nd kill = 20 Exp
3rd kill = 30 Exp
4th kill = 40 Exp
And so on..
This means that if a player gets 4 consecutive kills, she or he will recieve 100 exp points instead of 40.
Also there should be a limit to the kill streak after which the above mentioned cycle repeats or the player keeps recieving the highest value of experience points. For example, if 4 kills were the maximum limit, a player would recieve 40 exp for his 4th kill and every kill thereafter.
Now some of you might say that if this were to be implemented, TDM would become a shaft or a camping rail's paradise. For this reason, there should be time limit between kills for the kill to be considered a successive kill.
Moreover the funds should also be adjusted to match the average exp-crystal ratio.

I believe that this concept would make TDM a lot more skill oriented and enjoyable for many players.

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Under review

[gmmd] [expr] [gmpl]

We already have a similar idea for kill streaks and a nearly identical idea about TDM. It's good, but not really, considering that in this game getting more EXP is actually a bad thing if you're anywhere below Generalissimo.

Which is why I mentioned above that the fund growth should be adjusted accordingly so that there is a healthy experience to crystal ratio.

The fund growth in TDM is by far the slowest of all the modes along with it being a lack lustre format to play which is why we don't see it on the servers.

While the fund growth may be slow, currently it is balanced with the exp:crystal ratio.

Therefore it does make sense to make sense to make this game mode more interesting while adjusting the funds to match up with CTF or CP.

You may say that ideas regarding fund increase are not accepted or an increase in funds would hamper game balance but no one plays this mode anyways and increasing the funds somewhat while making it more interesting isn't going to hurt the game.

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You may say that ideas regarding fund increase are not accepted or an increase in funds would hamper game balance but no one plays this mode anyways and increasing the funds somewhat while making it more interesting isn't going to hurt the game.

No, I agree with you. And devs said it too, that funds and experience in TDM is lower due to the absence of "additional" sources like points and flags. I think it was in one of the TX developer diaries. Also, I think TX already has some kind of system to make TDM mode more preferable, so it's possible that the same thing will be implemented in TO.

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No, I agree with you. And devs said it too, that funds and experience in TDM is lower due to the absence of "additional" sources like points and flags. I think it was in one of the TX developer diaries. Also, I think TX already has some kind of system to make TDM mode more preferable, so it's possible that the same thing will be implemented in TO.

I've played very little TX but yeah, it would be interesting if they touched up on TDM.

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There is a issue with this idea, disclaimer haven't read other replies. 

 

If a shaft  - for example on the highways map, were to use supplies, and a big hull lets say mamoth. 

 

The shaft will end up getting more points by not moving and even in rare cases hardly ever dying. 

 

That becomes a issue when they don't put in the "team effort" in a TDM - 

 

As a more experienced player with shaft knowing its secrets it would be easy to get thousands of xp, easily by targeting small tankers. 

 

There are many other disadvantages to this - some I am sure the devs know..

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There is a issue with this idea, disclaimer haven't read other replies.

 

If a shaft - for example on the highways map, were to use supplies, and a big hull lets say mamoth.

 

The shaft will end up getting more points by not moving and even in rare cases hardly ever dying.

 

That becomes a issue when they don't put in the "team effort" in a TDM -

 

As a more experienced player with shaft knowing its secrets it would be easy to get thousands of xp, easily by targeting small tankers.

 

There are many other disadvantages to this - some I am sure the devs know..

The problem that you mention I feel can be solved if they keep a time frame between kills as I have mentioned above.

For eg. You need to make your next kill within 7 seconds to start a kill streak. Now it's really hard to get a kill every 7 seconds even in XP/BP games.

Also, please mention some other disadvantages.

Edited by VaudeVille

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good idea but you should get crystal for killing anybody with an 2+ killstreak

That would make ppl abuse the system

 

Good Idea!

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Or have points depending on what type of hull is destroyed. I mean, come on, same 10 points for killing either a mammoth or a wasp?

 

HP/10 - including MUs

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Or have points depending on what type of hull is destroyed. I mean, come on, same 10 points for killing either a mammoth or a wasp?

 

HP/10 - including MUs

That Idea was suggested a long time ago and till now it wasn't implemented. Wasps have an advantage that they can run from turrets , but mammoths can't. It depends on the situation.

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New idea. What about adding killing streak to TDM/DM mode?

The streaks could be following:

  • Rage kill- 5 kills in a row ( rewards extra 50 EXP )
  • Pro kill-10 kills in a row ( rewards extra 100 EXP )
  • Master kill- 20 kills in a row ( rewards extra 300 EXP )
  • Mega kill- 25 kills in a row ( rewards extra 500 EXP )
  • Over kill- 30 kills in a row ( rewards extra 1000 EXP + 500CRY )

The conditions of when you can make these kills in only in battles entered with "Battle" button so there can be no way to cheat this. Also the battle needs to be filled 80% +. Also there can be added new achievements.

 

Also there should be little place on the screen showing you your current killing streak and for following kill series the following messages in chat should be: "player12345" made a Rage kill, Pro kill, Master kill and so on. When player makes Over kill the golden msg like for goldbox appears on top of the screen saying : "player12345" made an Over Kill!"

 I think this will make game for fun for these mods and im hoping you will take a look at my idea even if the EXP/CRY reward/s are to big/small/unneeded. Thank you!

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