At least from T3 onwards a considerable number of players will not support each other in battle and instead wait for an enemy’s health to drop far enough to allow them to “steal” the kill from their team mate who has been doing most of the damage by doing only the kill shot with a single shot or missile.
This behaviour is detrimental to the flow of the game.
Since there is little chance to educate players to be team players I suggest a change of the mechanics such that whoever dealt the most damage to a target within the last 20 seconds or similar is awarded the kill. This will prevent players from holding fire for a kill shot.
I been hearing alot complaints on chat about this lately …
But what about the guy coming in to support you as you are fighting to the very brink of your shield life … and though you been dishing out damage but the he\she (supportie) comes in and does the kill ?
Plus if your doing sector fire \focus fire … isn’t that the purpose ?
I can care less If I get 100 or 80… points > Isn’t the synergy you get the same for a kill as it is for an assist ?
I know your DSR still takes a hit… if you don’t get a kill even if you have tons of assists.
Scoring can stay as it is. I don’t think anybody does this for efficiency or synergy - as you say the difference is small there. They do it purely for the kill number (and I suppose ultimately for DSR since that’s a figure that corps require for entry…).
The reason for my suggestion is not scoring. It is to improve the flow of the game. It’s simply frustrating to lose battles because certain players on your team are not doing the damage they could because they’re waiting for kill shot opportunities only. Never noticed that behaviour in T1 or T2 but it’s very noticeable in T3.
It should go by the person with the highest continual damage. If you deal massive damage, but die, he runs out of LOS, or you have to get out for your own health, the only reason someone else can get a fast kill is your damage. At the same time, you didn’t secure the kill. It could just be a cool down issue, or reloading issue. It’s also about the damage assist metric being 80 points for only the last 15 seconds regardless of the amount of damage one shot is equal to 99% of the health. It’s complicated to fix, but kill stealing is an issue.
It should go by the person with the highest continual damage. If you deal massive damage, but die, he runs out of LOS, or you have to get out for your own health, the only reason someone else can get a fast kill is your damage. At the same time, you didn’t secure the kill. It could just be a cool down issue, or reloading issue. It’s also about the damage assist metric being 80 points for only the last 15 seconds regardless of the amount of damage one shot is equal to 99% of the health. It’s complicated to fix, but kill stealing is an issue.
Ahhh so that is why… :learn:
. I have experienced this with the COIL MORTER… frigging thing quit firing … you know done damage… they get blasted later… and you get ZIP.
"Cool an half dead guard, I’ll just hit overdrive and get the kill. That teammate who dealt most of the damage should be thankful, I don’t think he would have survived anyway.
Scenario most damage get the kill:
“Hmm there’s that nearly dead teammate who’s fighting that guard over there, well I’m not going to help him because he already dealt more than half the damage to the frigate. I think I’m gonna try to kill that fighter then come back for the frigate once the 20 sec are over”
"Cool an half dead guard, I’ll just hit overdrive and get the kill. That teammate who dealt most of the damage should be thankful, I don’t think he would have survived anyway.
Scenario most damage get the kill:
“Hmm there’s that nearly dead teammate who’s fighting that guard over there, well I’m not going to help him because he already dealt more than half the damage to the frigate. I think I’m gonna try to kill that fighter then come back for the frigate once the 20 sec are over”
Selfish people will still be selfish.
Fair point. Well, I know the best solution would be to simply remove K/D ratio and DSR statistics from the game but that won’t ever happen…
As a pilot who mains support ships (Engineer, Command, ECM), I often get frustrated when I deal the majority of damage and someone else comes swooping and snuffs out my target before I can do it myself. With that being said, I also recognize that this is a team game, and to treat actual kills as “mine,” regardless of whether or not I solo’ed the target, is silly. I main supports in almost all of the games I play, so I’m conditioned to the notion of “there’s no such thing as kill stealing, only secures.” A kill for the team is a kill regardless; DSR can burn in hell. If someone feels that they need to buff up their DSR that badly with kills, then just take it. I’d rather have a kill happy pilot nearby than be by myself.
If I’m in a murderous mood I’ll just fly Tackler and focus mainly Interceptors with 10k+ projectile speed Gauss Cannons, and still try to support by providing cover fire for ships that are fleeing or under heavy fire. Not because I purely want kills, but because I find it extremely satisfying to get revenge on Interceptors for all the trouble they cause me on my other ships. Delicious double/triple-charged 10k+ speed revenge on those lovely small hulls and shields… from almost 7 km away
Regarding DSR and kill awards, I feel that kills should go to the purpose that dealt the kill(this isnt a mmorpg), but the debuffs/damage/buff assists should be reflected better in DSR, so it wouldn’t be such a poor ranking system.
I played the game for fun and I see a teammate. We go 2v1 (seemingly) but I shoot the enemy for 90% of the damage and at the end he just missiles him or 1 shot shrapnel him to get the kill. 90% dmg, 1 assisd, 80 points, no DRS for me.
Good thing I do not care about that thing and just for the fun of the game (Which killed if for me with MM and then module changes). That is why I sit at 1350-1390.
DSR is also intentionally used by corporations as a means of determining pilots’ level of skill. People think of it as a ranking system, and for support players who put more emphasis on defense and/or utility rather than offense, it makes their DSR look awful, which tends to make them unmarketable to corporations. Yes, this may be a space dog fighting game, but its also a team based game, and the players who rely on debuffs/damage/buff assists to provide for their team deserve to have their merit shown in an according ranking system.
In other hand you can not put assist as part of DRS. Idle engineer behind a rock in captain mode can outscore the team by 2x. Or a recon putting locator on beacon in beacon hunt where fights are massed over a beacon.
How
*going behind a rock*
*turning*
*sipping coffee, watching TV*
*…*
*spot an interceptor coming at me*
*EM torpedo*
*back to TV*
*match end - top score x kills 99 assists*
may be considered a good player (drs up from assist) ?
Sorry for extrapolating it that much, but it was meant for pointing at the problem. I know they are not like that, especially now with last patch.