Seriously, I won’t mind if it doesn’t change since I’m getting a bunch of assist I don’t deserve but there should a minimum limit for assist kill to count. I often do less then 5% damage and get an assist kill. Sometimes even as low as less then 1%. That’s wrong. The should be a reasonable limit like >5% dealt damage for assist kill to count.
Seriously, I won’t mind if it doesn’t change since I’m getting a bunch of assist I don’t deserve but there should a minimum limit for assist kill to count. I often do less then 5% damage and get an assist kill. Sometimes even as low as less then 1%. That’s wrong. The should be a reasonable limit like >5% dealt damage for assist kill to count.
Feel lucky ^^ i can destroy the half plane and still dont get any assist :facepalm:
Maybe there will be some changes in the future, but at the moment it seems fine as it is.
Feel lucky ^^ i can destroy the half plane and still dont get any assist :facepalm:
Could you try these commands. They should show you if you really hit the ships.
- New damage indicator for attack damage and incoming damage:
/set cl_scrollCombatText 0
Attack damage is displayed at the right side of the crosshair. Incoming damage isnt visible.
/set cl_scrollCombatText 1
Attack damage is displayed at the right side of the crosshair. Incoming damage is shown left next to your hull/shield bar.
/set cl_scrollCombatText 2
Attack damage is displayed at the left side next to your energy/speed bar. Incoming damage is shown left next to your hull/shield bar.
Maybe there will be some changes in the future, but at the moment it seems fine as it is.
Could you try these commands. They should show you if you really hit the ships.
- New damage indicator for attack damage and incoming damage:
/set cl_scrollCombatText 0
Attack damage is displayed at the right side of the crosshair. Incoming damage isnt visible.
/set cl_scrollCombatText 1
Attack damage is displayed at the right side of the crosshair. Incoming damage is shown left next to your hull/shield bar.
/set cl_scrollCombatText 2
Attack damage is displayed at the left side next to your energy/speed bar. Incoming damage is shown left next to your hull/shield bar.
I don’t like this system at all error…and i’m really disappointed about it…
My assist/kills rate it’s kind of 5/1 at least my team mates always steal my kills (tahnx to the OP stab Railguns, while i’m ussing assalt plasma at the moemnt)
I’m really upset about this…Kill shpuld be attriduted to the the player that gave the most damage, not to the one that gave the last shot.
I don’t like this system at all error…and i’m really disappointed about it…
My assist/kills rate it’s kind of 5/1 at least my team mates always steal my kills (tahnx to the OP stab Railguns, while i’m ussing assalt plasma at the moemnt)
I’m really upset about this…Kill shpuld be attriduted to the the player that gave the most damage, not to the one that gave the last shot.
I know about it and I hope it gets changed soon.
I don’t like this system at all error…and i’m really disappointed about it…
My assist/kills rate it’s kind of 5/1 at least my team mates always steal my kills (tahnx to the OP stab Railguns, while i’m ussing assalt plasma at the moemnt)
I’m really upset about this… Kill should be attriduted to the the player that gave the most damage, not to the one that gave the last shot.
I wholeheartedly disagree. That would only mean that frigate and fighter will get all the kills and interceptors none. Who takes down last HP bar should be counted as killer - actually if that last HP bar wasn’t taken that maybe wouldn’t be a kill at all. If it happens that two guys are hitting at exactly the same second that is the moment of destruction they should both get a “whole kill”). The rest will get an assist kill, that’s why we have it in the game after all.
However to get an assist kill one should actually do some real damage. I say this from experience since I sometimes I chase and shoot at guy for awhile and do like 10, 20 ,50% percent damage and that’s when feel I have deserved an assist but there are time when I just hit a guy with a single laser beam for less than 1% damage and I get the same assist, then I feel it’s not deserved. Also we should note that it not the same to which class that percentage of damage is dealt or which class of ship did it. These threshold damage percentage should be correlated with class size and of course tested empirically what works the best.
But let me give you just a rough estimate how i think thresholds for AK should look like:
INTERCEPTOR vs interceptor 20% threshold
INTERCEPTOR vs fighter 10%
INTERCEPTOR vs frigate 5%
FIGHTER vs interceptor 30%
FIGHTER vs fighter 20%
FIGHTER vs frigate 10%
FRIGATE vs interceptor 40%
FRIGATE vs fighter 30%
FRIGATE vs frigate 20%
too many things to compute, but maybe devs knows how to do it… anyway you are right with interceptors, now, when everyone is using rails (me too) its hard to focus on target with interceptor, its more like dancing on the sky and most kills i have when someone is hiding behind asteroid and my role here is to finish a job. so even if i didnt make too much dmg at all, because there is too many guys that are suddenly attacking you, (most locked players on me = 9) its hard to ficus on your target and just shoot, so you are doing avoidance just not to be killed, and then just make two perfectly shoots and kill xxxxxxx. thats a role of interceptors for now vs frigates and attack ships…
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Why don’t you get a % of the points equivalent to the % of damage you did? The system already calculates damage %. You could also add 10 points to the person who scored the kill.
This way you can also get a bonus 10 points if you manage to destroy someone by yourself and you did 100% of the damage.
If it doesn’t work out for interceptors as mentioned above then there might be some balance issues with the game itself that may need to be addressed.
Example
If Victor is firing his railguns on [bot]Ethan all day and gets him down to 10% and I fly in and just blast [bot]Ethan out of the sky with my Disintegrator or Heavy Lasers and are awarded the kill, Victor should still get 90 points (90% damage of 100) and I would get 20 points (10% damage of 100 + 10 points for kill).
Tier Scaling
Also I suggest the points would scale accordingly to tier like they do now.
Expanding on the Example above:
I am T2
Ethan is T2
and Victor is T1
Victor would get 180 points (90% damage of (100 x 2 tier difference modifier))
I would still only get 20 points (10% damage of (100 x 1 tier difference modifier) + 10 points for kill)
Passive assist fields can be adjusted to work with this system. Ships providing support receive 10% of the points of the ships operating in that field.
Further expanding the example above:
I am T2 running a hull regeneration field, Victor and Janice are in range
Janice is a friendly T2 nearby is running a hull resistance field and a shield regen field, but does not engage in combat, Victor and I are in range of both of her fields
Victor is T1 running nothing
[bot]Ethan is T2 running nothing
Victor would get 180 points (90% damage of (100 x 2 tier difference modifier))
I would get 38 points (10% damage of (100 x 1 tier difference modifier) + 10 points for kill + 10% of Victor’s points of 180)
Janice would get 20 points ( 10% from assist of my 20 combat points + 10% assist of Victor’s combat points)
I was going to say that the fields should stack, like Janice would get 40 points because she is running 2 fields, but that might be too unbalanced in the current system. That field stacking system would have made far more sense back when weapons were based off of energy, because Janice would be very limited in her combat role when running critical support stuff due to the energy drain.
The same concept can also be applied to offensive fields (such as slowing ships, reducing weapons damage, ect) Only this time it is based on the % of damage the enemy took while within that field, I can explain that later I guess.
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Why don’t you get a % of the points equivalent to the % of damage you did?
easy because frigates and fighters would get all the points then.
If Victor is firing his railguns on [bot]Ethan all day and gets him down to 10% and I fly in and just blast [bot]Ethan out of the sky with my Disintegrator or Heavy Lasers and are awarded the kill, Victor should still get 90 points (90% damage of 100) and I would get 20 points (10% damage of 100 + 10 points for kill).
same problem as above, heavy hitters (frigate and fighters would take the cream) and since they have the same expenses as interceptor this would make that ship class not worth playing.
also this doesn’t sound right to me since if there weren’t for you there maybe wouldn’t be a kill at all. i.e. ethan might just escape from victor and then slowly recover his shield and weapons with active modules. making a kill should give you the most points, there’s no doubt about that for me. however way assist kills work should be rethought imo.
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So basically we should go for supporting killstealing?
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So basically we should go for supporting killstealing?
can’t you understand there would be no kills in some cases if smaller ships didn’t finish off the enemy?
quoting Gojira:
and most kills i have when someone is hiding behind asteroid and my role here is to finish a job.
big ships can’t pursue enemy while interceptors can in a case like this… there no reason why not to grant them a kill because they have not done the most damage to him.
yes I understand that that will mean that a few kills will be stolen even when you have an open line of fire at the enemy however consider that this kind of kill stealing can go both ways… i.e. sometimes i chase a guy and take of his shields and start his hull and a bigger ships comes with more firepower and blows him out of the sky with a missile or some high damage weapon. i don’t complain that my kill is stolen, i’m happy the enemy is finished off - you get the same number of faction points in the end if your team wins.
also i try to lure enemy to my teams bigger ships. i fly into an enemy zone shooting at one of them so i get a few locks on my xxxx (usually 4-5) and then flee to my safe zone hoping that a guy i started shooting on and a few more will follow me hoping for an easy kill so my team can take them out. it works ok most of the time - sometimes my ship end up in debris, but more often it’s a good tactic. what do I get… perhaps an assist kill if the guy i started shooting on is destroyed, and of course advantage for my team. so why am I against “who does most damage gets the kill”… because it would be stupid and unfair for us interceptor pilots. we give many kills to bigger ships so if I manage to steal 1-2 kills to one of them so what? it a game based on teamwork… not on getting as many kills as possible. if so then every ship would be for itself.
K
Currently the system gives 40 more points for a kill over an assist.
So if I take the above model and just do 40 instead of 10.
Victor would get 180 points (90% damage of (100 x 2 tier difference modifier))
I would get 68 points for basically just finishing him off (10% damage of (100 x 1 tier difference modifier) + 40 points for kill + 10% of Victor’s points of 180)
Janice would get 20 points ( 10% from assist of my 20 combat points + 10% assist of Victor’s combat points)
Victor’s points are still higher because he’s fighting a T2 using a T1 ship.
K
Currently the system gives 40 more points for a kill over an assist.
So if I take the above model and just do 40 instead of 10.
Victor would get 180 points (90% damage of (100 x 2 tier difference modifier))
I would get 68 points for basically just finishing him off (10% damage of (100 x 1 tier difference modifier) + 40 points for kill + 10% of Victor’s points of 180)
Janice would get 20 points ( 10% from assist of my 20 combat points + 10% assist of Victor’s combat points)
Victor’s points are still higher because he’s fighting a T2 using a T1 ship.
well i haven’t figured out how are kills & assists and points exactly related nor what do they mean for your end score - do they affect your money and/or experience gain? so i honestly don’t know what to say about that, since that was not the issue i tried to address.
what I have noticed is that sometimes I get “an assist” (let’s say somewhere around 1 in 5 roughly what’s fairly often for less than overall 5% damage dealt). once i’ve even got and assist for 65 points of damage what’s ridiculous. that’s why I’ve started this thread since i think those kind of assists were undeserved.
to steal a kill as a small damage dealer (as interceptor primarily) you have to be very lucky (bigger damage dealers have far greater chance to get kill if shooting at a same time at the target anyway if you think about it - actually I myself don’t remember stealing a kill that way from a bigger ship), but to get an assist all you have to do is hit an enemy ship once before it blows up and that can be (ab)used to “farm assists”.
Here some little idea from my side:
Dealing the last hit should give 50xp.
Dealing the most damage to the target gives 100xp.
Using support modules gives 70xp.
Here some little idea from my side:
Dealing the last hit should give 50xp.
Dealing the most damage to the target gives 100xp.
Using support modules gives 70xp.
Compltely agree…