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Player A: 15 kills, 14 deaths

 

Player B: 14 kills, 0 deaths

 

 

Player A ends up with more points and a bigger reward. 

 

Why is this the case in team deathmatch where deaths hurt your team?  Shouldn't you lose points each time you die?

 

Sorry if this has been answered elsewhere, searched but couldn't find.

Edited by StopChasingMe

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Player A: 15 kills, 14 deaths

 

Player B: 14 kills, 0 deaths

 

 

Player A ends up with more points and a bigger reward. 

 

Why is this the case in team deathmatch where deaths hurt your team?  Shouldn't you lose points each time you die?

 

Sorry if this has been answered elsewhere, searched but couldn't find.

You lose points every time you self-destruct, not die. You'll also lose a kill if you self destruct.

 

It depends on the ranks of the players. If Player A is and Player B is , then you will know why Player B has 14 kills and no deaths.

 

This is possible in MM because I played players with my friend

Edited by Zekrom

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You lose points every time you self-destruct, not die. You'll also lose a kill if you self destruct.

 

It depends on the ranks of the players. If Player A is and Player B is , then you will know why Player B has 14 kills and no deaths.

 

This is possible in MM because I played players with my friend

Ranks and self destructing have nothing to do with it.  The two players could have the same rank and Player A would still outscore Player B.

 

Seems wrong and needs to change.

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Ranks and self destructing have nothing to do with it.  The two players could have the same rank and Player A would still outscore Player B.

 

Seems wrong and needs to change.

I never thought of this, but yes, that should be the case. It makes light hulls kinda obsolete in TDM, but the current system makes less sense than the one you mention.

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I see your point, but technically player A has contributed more to the team score. I personally feel like if score was removed upon death it would lend the battle to highly skilled powerful players and the weaker ones would stay back camping instead of actually trying to kill.

 

Of course its all a matter of opinion and there are and unlimited number of ways you could change score distribution in battles. 

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You lose points every time you self-destruct, not die. You'll also lose a kill if you self destruct.

 

It depends on the ranks of the players. If Player A is and Player B is , then you will know why Player B has 14 kills and no deaths.

 

This is possible in MM because I played players with my friend

Stop was referring to TEAM score - the way teams win in TDM.

 

Player A may have 1 more kill than player B, but the TEAM could lose the battle because of player A's many deaths.  Player A actually contributed less to team success than player B.

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Player A: 15 kills, 14 deaths

Player B: 14 kills, 0 deaths

 

Player A ends up with more points and a bigger reward. 

Why is this the case in team deathmatch where deaths hurt your team?  Shouldn't you lose points each time you die?

Sorry if this has been answered elsewhere, searched but couldn't find.

Firts, death do not enter into account for all the battle mode, not only TDM.

Secondly each battle mode have rules and objectives, therefore if you full-fill them it is normal to be rewarded accordingly.

In the end what counts is the final result, not how you get there.

Thirdly in every team combat mode, your death harm directly or indirectly your team.

If you start to penalised those who dies often then all players will abandon melee turrets and you will only have map full of campers. Everybody will hide and not dare to make any move = low kills = low fund = less crystals / players = no body will play TDM. I am not against camping, but too many of them is not interesting, therefore current score system is fine.

 

Edited by Viking4s

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First, death do not enter into account for all the battle mode, not only TDM.

Secondly each battle mode have rules and objectives, therefore if you full-fill them it is normal to be rewarded accordingly.

In the end what counts is the final result, not how you get there.

In TDM you help the other team reach the objective every time you die. Imagine ASL where the Blue team was able to cap flags against themselves. It would only make sense that they would get penalized. I do agree it would encourage camping, but... it's unfair as it is. 

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Deducting score if you are killed would probably guarantee that blownout teams will receive 0 stars in total. 

Probably true.  But there needs to be a better way of scoring TDM.  Player B is way more valuable to the team than player A in the example above.

 

Maybe a positive differential gets awarded bonus points or something.

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In TDM you help the other team reach the objective every time you die. [...]. It would only make sense that they would get penalized. I do agree it would encourage camping, but... it's unfair as it is. 

IMO the scoring system works better when it encourage/incite the players that perform well, adding another penalty system will just make this game mode less appealing.

Fairness is not relevant here as the system (MM) already selected the team for you, skilled and unskilled players will be assigned to your team. Imagine that a lower rank comes, it most likely will die more often, and get penalized then this player will hate the TDM penalty system even more and perceived it as even less fair. If the team was made of player with very similar strengths then your penalty system would be interesting. 

But as it is currently with MM you have to make the best of the team you got assigned to, this is way better than increasing camping and transform every map like it is Camp map. It is a team work, the strong need to compensate for the weak. With time they will need to learn to get stronger and smarter (at not dying). 

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Long time ago, I asked a similar question. I had a lot of kills and no deaths (I was using Shaft on another account). I was sure I would be at the top of the leaderboard. But I came in towards the bottom. The person in first place had less kills than me and a lot of deaths. I was told that the person in first place contributed more to the team and wasn't camping. That's when I realized that the game mechanics doesn't recognize campers as contributing very much. Fact was, the battle in question, was CTF and I killed a lot of flag bearers. I thought I contributed a lot. 

 

My comment to that was a player has to die a lot in order to get the higher rewards. 

 

In reply, the Mod said that wasn't true. Which confused me even more. 

 

The next battle, I used Firebird/Hornet and hot dogged it through enemy base throwing Napalm on as many of the enemy tanks as I could before I died. I died a lot but got a higher score. 

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You can get a high score with a not-great K/D ratio via assists. I get lots of points with Smoky for contributing to a kill. Don't have to die a lot, but have to be doing damage for the whole battle.

 

I used to avoid TDM (and I still rarely play it) when the reward for losing teams were much lower because I knew that having a K/D close to or less than 1 meant I was a liability for my team.

 

If getting killed (in TDM and ASL as red) gives points to the other team, then you have to play less recklessly. But that doesn't mean you have to camp. I see lots of melee turrets get good K/D in TDM.

 

Like wolverine848, I think a points bonus for higher than 1 K/D (K/D x 10 or something) would be better than penalizing bad or unlucky TDM players.

Edited by SporkZilla

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The example used in the first post was an extreme one. How about this example?

 

What-about-this-for-TDM-scoring.png

 

 

I have the 2nd most deaths on my team, but I also have the most kills. I contributed to the team's score much more than the person with the least deaths did (it was a close battle). A good set of my deaths were due to being spawnkilled. Is this saying that I should have received a smaller reward than protect_life? I mean, If I had stayed out of harm's way and tried to preserve myself, that battle would have went down a different road, a road in which we would lose by a larger margin.

 

When I think about it, you shouldn't be penalised for dying in TDM. Because both teams have to get score by killing players on the opposing team. It's what they have to do. If there is a very tight TDM battle, players would have to be dropping left and right by almost equal amounts. They're losing score for encountering a by-product of each team playing the objective, death. If you are a melee-range turret, you have to get up in their face. You are bound to die if there are many of them scattered across their base. If you get killed before you reach them, well, you lose points, which isn't fair to you. Since you have to be in constant danger of dying. 

 

So with 70 kills to win that's 70 deductions of points from the enemy team. 

 

I see where this is coming from, but the after-effects of this would change how each battle is played. More reserved, and much less short and medium-ranged turrets, which is a disadvantage to the players whose only good turrets are within those 2 ranges. 

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What if a support nanobots isida saves you from the brink of death many, many times, but pays the price of a low D/L? Should I get penalized for saving YOU? I may as well attack without the alteration then.

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What if a support nanobots isida saves you from the brink of death many, many times, but pays the price of a low D/L? Should I get penalized for saving YOU? I may as well attack without the alteration then.

And its killing power is quite low, so whatever points it gets from healing allies, some will be deducted when it dies because Isida is a top priority to kill, especially one that is almost defenseless and is a contributor to that one heavy hull seeming immortal. 

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