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Rework the "Kill-Assist" Battle Point Rewards


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I'll keep it simple. First off, there is experience points being mentioned throughout this topic, but my idea will not affect the way experience is earned whatsoever, just battle points. Additionally, this topic will also not be about the battle score earned from destroying an enemy tank. Only Kill-Assists will be talked about.


If you're like me, you've probably encountered tons of players who steal your kills. 

Right now, the way battle points and experience are distributed via kills are as follows:

battlepo.jpg

Table taken from https://en.tankiwiki.com/Matchmaking_System

Now, as we know, currently, no matter how much damage you do to any enemy tank, if you aren't the one to land the killing shot, you will only get 5 battle points.
Obviously, this is really annoying if you spend much of your time trying to take town an enemy, only to have one of your teammates just show up out of nowhere and kill the enemy in one hit.

My solution is to award battle points based on how much damage you have done to a single enemy tank. Of course, the health of each tank isn't static throughout the game; you've got upgrades and hull classes and such.

As such, battle points given to kill assists should be based on the percentage of health you've taken away from the enemy tank before the enemy is destroyed by a teammate of some outside factor.
 

Here is what I'm thinking the battle score rewards should be for kill assists:

Damage Done to Enemy Tank Battle Score Awarded
1-10% of the enemy's max health 1
11-20% of the enemy's max health 2
21-30% of the enemy's max health 3
31-40% of the enemy's max health 5
41-50% of the enemy's max health 7
51-60% of the enemy's max health 9
61-70% of the enemy's max health 10
71-80% of the enemy's max health 11
81-90% of the enemy's max health 12
91-99% of the enemy's max health 13

 

Overall, this would be more rewarding for players who did major damage to enemy tanks but had their kills stolen at the last second.
Basically, the more effort you put in destroying the enemy tank, the better your score.

The trade-off is that if you barely do any damage to enemies, you will be earning less points.....unless you landed the killing hit.

To clarify, my idea will not be affecting the score earned from destroying enemies. That will remain at 15 like how it is now.
Granted, the current system is far simpler, but I hope my idea will make it less annoying for players who are active attackers but get their kills stolen by others.

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Good idea, but no. It would make strong players get stronger. Yes it would be fairer for the one that contributed the most to the kill.
The current levels rewards the same for all players type which is also fair.
So in idea maybe for Pro battle, but not for MM battles.

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Just now, Spy said:

I totally agree with the idea. :smile:

Thanks! :happy:

Just now, Tokamak said:

It would make strong players get stronger.

I don't get it....how would it make strong players get stronger? Please elaborate.
Currently, the "strongest" players in battles gain 15 battle points per kill. My idea won't change that.
And the maximum amount of points you can get with kill-assists in my idea is 13, which is only obtainable if you manage to take away 90-99% of an enemy tank's health before a teammate finishes them off, almost the equivalent effort needed to fully kill an enemy tank on your own without teammates interfering.

Just now, Tokamak said:

The current levels rewards the same for all players type which is also fair.

Not really. For example, currently, players who manage to get a full shot fired from their Shaft, but are just mere hitpoints away from destroying their enemies still only get 5 battle points.
And a smoky could tap that enemy with a shot and instantly get 15 battle points.

And certain turrets, such as Vulcan, Twins, Ricochet, and Firebird, often get kills stolen from them very often as they do not take away a large chunk of the enemy's health with a single given shot.
Additionally, sometimes, turrets with high damage but have long reloads such as Railgun and Shaft also get kills stolen from them, due to the long reload.

Its not really fair if the players that do more damage than the actual killer, earn less.





 

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2 minutes ago, Tanker-Arthur said:

Thanks! :happy:

I don't get it....how would it make strong players get stronger? Please elaborate.
Currently, the "strongest" players in battles gain 15 battle points per kill. My idea won't change that.
And the maximum amount of points you can get with kill-assists in my idea is 13, which is only obtainable if you manage to take away 90-99% of an enemy tank's health before a teammate finishes them off, almost the equivalent effort needed to fully kill an enemy tank on your own without teammates interfering.

Not really. For example, currently, players who manage to get a full shot fired from their Shaft, but are just mere hitpoints away from destroying their enemies still only get 5 battle points.
And a smoky could tap that enemy with a shot and instantly get 15 battle points.

And certain turrets, such as Vulcan, Twins, Ricochet, and Firebird, often get kills stolen from them very often as they do not take away a large chunk of the enemy's health with a single given shot.
Additionally, sometimes, turrets with high damage but have long reloads such as Railgun and Shaft also get kills stolen from them, due to the long reload.

Its not really fair if the players that do more damage than the actual killer, earn less.

Strong players deal more damages, that gives higher score higher score (while they would have an average), higher score leads to higher scoreboard ranks which is rewarded with more crystals, and then by MU and better equipment...

In a truly F2P system, where skills is the real and thing, yes your idea would be perfect and well suited.

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I wanted to write this idea someday.
I totally agree, It happened to me more times than I can count where I almost destroyed JGR tank and some random player lands killing shot and then I don't get fair score for my damage.

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Just now, Tokamak said:

Strong players deal more damages, that gives higher score higher score (while they would have an average), higher score leads to higher scoreboard ranks which is rewarded with more crystals, and then by MU and better equipment...

Thereby making it slightly easier for free-to-plays to upgrade equipment and compete with the buyers. I don't see any problems with that. 

Sure, buyers may also gain more battle points as well, but apparently with the MK update, its harder for buyers to upgrade their equipment so drastically high.

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Just now, Cruelty said:

I totally agree, It happened to me more times than I can count where I almost destroyed JGR tank and some random player lands killing shot and then I don't get fair score for my damage.

Agreed. Also, the Juggernauts themselves also tend to steal a few kills here and there lol.

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The Kills-Assist passed many phases in the game. First it was giving the full score for the player who take the kill, then they divided it exactly by the damage everyone has did, and I think both systems are terrible. And nowadays it give the player who took the kill 15 score, and the player who tribute in the kill whatever he did will just get 5 score.

Tbh, I see it's the right for the player who land the kill to get higher score, whatever he did, as he who get the kill he deserve. And the 5 score appeasement for the player who contribute is a good appeasement, for not missing his tiredness.

And the time they divided the score exactly by the damage, I think it's not a good thing as the player who land the kill should take more score, as he the one who killed.

And the most terrible thing, the old system. I think that was 100% not a teamwork-based, that encouraged more the player to be the last shoot to the enemy, and made the player who spent a huge effort to kill someone get out of angry.

So I think the 5 score now is a good appeasement, as it didn't make the one who did a huge effort to miss all of his effort, 5 score is something good to not make him destroy his screen. Guys, in DM, the player who land the kill get the full score, the game is about killing, so whatever happened, the player who killed deserve the main reward.

But yes it's still frustrating in jgr mode, sometimes when I spend huge effort to kill the jgr, and someone steal my kill. Or even sometimes while I'm with Viking-Railgun, and I'm still shooting with OD, someone steal the kill from me. I think the system need a rework just in JGR.

Also guys in normal battles, what if you were with Shaft, and after full sniping in zoom, you killed someone, but you surprised you get just a 3 scores!! why? because you are not the one who did the huge damage!! but not me who killed him after a full zoom?

But the current system have a some weird thing, sometimes I contribute in the kill, but I didn't get any score.

Also your suggestion, will courage the Igniting-then-run skill by Firebirds. So Firebird player will just ignite a punch of tanks and run to another ones to ignite them, cuz he is guarantee he will get a good score. Your suggestion will encourage players to not complete their kills, just shooting until they getting tired, and switching to another ones.

I think developers after testing the three systems, they just settled on the current system, Forever maybe.

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4 hours ago, Mirza7 said:

it hurts the most when you bring down jgr health but die before complete kill.

That is why i always try to steal kill. Make your last shot count, that us when Hornet radar comes useful.

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In current systems defense: there is no way to know if you could have landed the finishing blow if there was an opportunity for another player. for all we know target might have survived, hidden, healed or used repair kit or you might have been killed before firing last shot, So why should you get anything?. you instead thank the one who destroyed it.

as far as stealing kills is concerned, you my friend need a bigger heart. Just accept it as a hazard of playing in a team. It is fair because you can also end up stealing someone's kill. 

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Status changed to declined

Sorry, but this is how it used to work a couple years ago, before it got changed to the current system. I don't remember the reason why score calculation got simplified like that, and I definitely prefer the older system (i.e. the one you suggest), but we don't accept ideas regarding bringing back removed features.

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11 hours ago, Mirza7 said:

it hurts the most when you bring down jgr health but die before complete kill. Sacrifice wasted! while a hopper+smoky sitting on some building top gets 50 score ?

What makes it worse is that they're using autocannon and one of their shots randomly hit the Juggernaut :,(
 

10 hours ago, asem.harbi said:

Also guys in normal battles, what if you were with Shaft, and after full sniping in zoom, you killed someone, but you surprised you get just a 3 scores!! why? because you are not the one who did the huge damage!! but not me who killed him after a full zoom?

 

No, my idea will not change the score given when you kill someone. If you killed someone with Shaft (or any other turret), regardless of their health, you will still get 15 points like how it is now.

My idea only changes the score given to players who damaged the enemy tank, but does not fully destroy them.
 

1 hour ago, Maf said:

but we don't accept ideas regarding bringing back removed features.

Ohh okay, Fair enough. To be honest, I didn't even know this was a thing in past Tanki ?

1 hour ago, Tokamak said:

If you accept the participation per contribution then we should have more point for killing heavy hull and less points for killing light hull too.

You do have a point. Heavy hulls usually don't get shot at cause players avoid them due to health, and that they get the same points from killing light hulls. Adding that would help balance the difference between Light and Heavy hulls.
 

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7 hours ago, Tanker-Arthur said:

Ohh okay, Fair enough. To be honest, I didn't even know this was a thing in past Tanki

That's fine. A lot of features got changed/removed over the years, and sometimes even I look at an old update and think "wow, I forgot that thing existed", even though I was there when it was released.

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TO could increase the assist score though because due to new additions to the game its getting hard for low damage turrets to get good score, even when they contribute enough they don't get much. if everyone started using turrets with high dmg per shot [~gauss] it will not be fun anymore. it will be good for everyone

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Just now, Mirza7 said:

TO could increase the assist score though because due to new additions to the game its getting hard for low damage turrets to get good score, even when they contribute enough they don't get much. if everyone started using turrets with high dmg per shot [~gauss] it will not be fun anymore. it will be good for everyone

I agree. I'm not gonna lie, turrets like Firebird are almost useless in the high ranks because everyone equips Heat Immunity to protect against it and to use Vulcan with infinite ammo. Also, Firebird protection modules are one of the most used modules (my observations of course).

And yes, you have no idea how many times a Gauss has stolen my kill :(
 

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Why did they remove something like this? To me the old scoring system was more fair b4 this current one. Tbh this current point system dropped a lot of peoples efficiency stats. In my opinion they should kept the old scoring system.

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Guys I think there are not a lot who have read my wall text post above... So I will write my opinion in short sentence.

This game is about killing mainly, so the most important thing in the game is for sure the killing role. The one who land the kill deserve the main score of the kill, but to not hurt the one who get tired in the kill they compensate him with a 5 score appeasement. So I think the system now is the best.

But I exclude JGR mode, as killing Juggernaut milking a lot of time, so it's really frustrating when you lose your kill by a random shot from someone to land the kill instead of you.

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12 hours ago, asem.harbi said:

The one who land the kill deserve the main score of the kill

So, I'm guessing players who deliberately just sit around and steal others' kills deserve high scores.
And since Hornet's overdrive allows you to see enemy health, its really easy for the aforementioned steal-killers to steal others' kills.

 

12 hours ago, asem.harbi said:

so the most important thing in the game is for sure the killing role

Yes, killing players is very important. BUT, I just want it to be more fair for players who do more damage to enemies but have their kills taken.

 

 

Killing enemies is important. BUT, to kill an enemy, someone has to bring down said enemy's health first. That's the hard part. The easy part is landing the killshot. 

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