Flush out the kill chasers and get the damn objectives done

basically I want higher rewards for completing objectives and lower or No rewards for getting kills.

 

This is because I am so sick of going into PvP and half of my team goes off chasing kills and we end up losing the battle,

 

or course it looks good when you have lots of kills BUT kills aren’t important if someone it trying to stop you from completing an objective then good shoot at them BUT if they start to back off and run away DON’T go chasing them and losing the objective just for that extra kill, it will end up with you team losing the battle.

[http://forum.star-conflict.com/index.php?/topic/22342-rating-system-suggestion/#entry251296](< base_url >/index.php?/topic/22342-rating-system-suggestion/#entry251296)

 

Take a look here. A similar discussion is in progress.

Easy solution : Kill give you more point and more synergy if you kill an ennemy in a radius of 1.5km around the objectives (Beacons, Captains and Bombs)

 

Add the existente bonus (while tagging a beacon) and it’s done.

I don’t agree with you. Killing stuff is needed in order to complete the objectives.

At least I prefer to cap a beacon after every one is dead.

GOLDEN RULE: Dead people dont steal your beacons or kill our cap.

With current mechanics it’s pointless to try and win. The matchmaker will decide wether you win or lose. I learnt this the hard way, and trust me, you won’t like it either (apparently you’re already experiencing the same thing). Go do whatever you feel like doing in the game except for the objectives.

With current mechanics it’s pointless to try and win. The matchmaker will decide wether you win or lose. I learnt this the hard way, and trust me, you won’t like it either (apparently you’re already experiencing the same thing). Go do whatever you feel like doing in the game except for the objectives.

I am sorry i can’t hear you from my 2.04 win ratio SOLO

 

Show me a single Team based PvP games matchmaking that can provide perfectly balanced gaming experience for all solo players.

basically I want higher rewards for completing objectives and lower or No rewards for getting kills.

 

This is because I am so sick of going into PvP and half of my team goes off chasing kills and we end up losing the battle,

 

or course it looks good when you have lots of kills BUT kills aren’t important if someone it trying to stop you from completing an objective then good shoot at them BUT if they start to back off and run away DON’T go chasing them and losing the objective just for that extra kill, it will end up with you team losing the battle.

 

Winning or losing is irrelevant in a game as grindy as this one. Players are chasing loyalty, synergy and credits, some probably rating, and none of that is related to winning.

 

The faster the game ends the more efficient you are, and it is much easier to play for a fast loss than a fast win.

Winning or losing is irrelevant in a game as grindy as this one. Players are chasing loyalty, synergy and credits, some probably rating, and none of that is related to winning.

 

The faster the game ends the more efficient you are, and it is much easier to play for a fast loss than a fast win.

The best way to farm synergy loyalty and credits is by wining, period

I chase wins… and loyalty as a secondary concern. Everything else come with that in time.

Winning or losing is irrelevant in a game as grindy as this one. Players are chasing loyalty, synergy and credits, some probably rating, and none of that is related to winning.

 

The faster the game ends the more efficient you are, and it is much easier to play for a fast loss than a fast win.

Maybe it is just me, but I prefer an intense game and a final victory, than a random pug team flying herp derp around and losing.

 

Also, most lucrative contracts need a win.

Something happens between T1 and T2 that causes people to forget how to play.

 

T1 pilots go after beacons. They might often get in over their heads, but they go for the beacon regardless.

 

From T2 onwards, the rot sets in and you start seeing an increasing number of players who have Beaconitis - a condition that causes them to become mortally afraid of being within 8km of a beacon.

 

IT should be noted that “kill chasers” are not the problem in and of themselves. If you can lock down the enemy and stop them ever getting to the beacons, then you are helping the team (so long as someone else is there to cap). Likewise, just because nobody is chasing a specific beacon doesn’t mean they are stupid. If you fly alongside a good team you will likely see them give up on a beacon at times in favour of regrouping at the next one in sequence. I was in a WPK squad where we played on the space station map (the one with the fixed warp gates) and we would simply fly into the middle and see what everyone else did. One game the enemy team capped all three beacons while we were doing nothing in the middle. Does that make us bad players? Hardly - we picked a beacon that looked weak, attacked it, and then engaged in an epic running battle to take out the enemy where they were weak. By the end of the game all of us had 6-7 beacon captures. Our tactics won the game - but if you looked at it from the point of view of one of the Pugs early on you’d have thought “omg! We’re getting owned and WPK is just farming kills!”

 

The big picture isn’t always easy to see. I’m not saying your claims are wrong, but remember that there is likely more going on than what you see. It takes a lot of practice to learn how to read the ebb and flow of a battle; I’ve still not mastered it after a couple of thousand PvP matches!

No but I’m serious, people stay away from the beacons because of the grind. Kills earn you synergy and credits and with the right contracts also loyalty. Going for beacons you have a higher risk to get destroyed which causes expensive repairs.

 

And then of course there are the guys just chasing kills for rating. I played detonation vs some [ESB] guy yesterday and he completely ignored objectives (allowing me to blow up all of his stations for an easy win) but got a lot of pointless kills (he didn’t go for the bomb carrier - me). That did earn him the highest efficiency rating and a lot of spacebook likes even though he was actually useless.

 

The game just does not reward winning enough, or it just rewards losing too much, whichever way you prefer.

No but I’m serious, people stay away from the beacons because of the grind. Kills earn you synergy and credits and with the right contracts also loyalty. Going for beacons you have a higher risk to get destroyed which causes expensive repairs.

 

And then of course there are the guys just chasing kills for rating. I played detonation vs some [ESB] guy yesterday and he completely ignored objectives (allowing me to blow up all of his stations for an easy win) but got a lot of pointless kills (he didn’t go for the bomb carrier - me). That did earn him highest efficiency rating on his team and a lot of spacebook likes even though he was actually useless.

Sorry but you are wrong. Being near to the beacons allow you to get a lot of efficiency capping bacons. Also, you get double eff for killing a guy capping your beacon, or attacking the drones.

 

More eff, means more synergy and credits. In fact, I can make more synergy and credits with a recon just capping and planting Microlocators in each beacon, than getting maniac medals in a gunship.

Sorry but you are wrong. Being near to the beacons allow you to get a lot of efficiency capping bacons. Also, you get double eff for killing a guy capping your beacon, or attacking the drones.

 

More eff, means more synergy and credits.

 

Actually there is no direct correlation between efficiency and synergy, but otherwise you are correct. I don’t disagree, but that’s not how many players see it. I’ve seen it in plenty other games, many people are risk averse and avoid direct confrontation where they can. And a bad unlicensed player getting destroyed on a beacon over and over will not actually earn more, in fact he’ll come out of the battle with a loss, at least from T3 onward.

Not everybody of course, but it’s not like nobody went for the objectives either.

 

In fact, I can make more synergy and credits with a recon just capping and planting Microlocators in each beacon, than getting maniac medals in a gunship.

Micro-locator farming is such a broken mechanic, better don’t get me started on that. And I’m saying that as someone who used to pilot mostly Recons.

 

Actually there is no direct correlation between efficiency and synergy.

 

For what I know, credits and synergy are created for the whole team depending on the time of mission completion, the objectives and the kills. And then it is shared between everyone in the team proportionally at your efficiency. So yes, global efficiency is not important, what is important is the relative efficiency to your team mates.

For what I know, credits and synergy are created for the whole team depending on the time of mission completion, the objectives and the kills. And then it is shared between everyone in the team proportionally at your efficiency. So yes, global efficiency is not important, what is important is the relative efficiency to your team mates.

Here’s my last battle as an example:

 

TEAM 1:
PLAYER SHIPS FLOWN K AD AB D Obj DAMAGE TEAM % HEALS EFF REDITS
CorsarTM Templar 1 4 0 3 0 24,672 11.31% 5,685 452 61,824
daikr Dvergr,Stiletto 1 1 0 3 0 30,070 13.79% 0 108 31,388
Darkszz Alligator-M,Dwarf 2,Stiletto 0 3 2 4 0 23,026 10.56% 5,138 436 92,307
GenriPlotter Deimos 0 2 0 3 0 8,528 3.91% 0 183 40,514
nidheg Phobos 3 3 0 3 0 78,800 36.14% 9,519 859 86,656
NormanBates Machete AE 2 3 1 3 0 48,066 22.04% 0 109 58,249
polarchik Katana 1 2 0 2 1 4,886 2.24% 0 737 84,580
                                                                                    
TEAM 2:                                                                             
PLAYER SHIPS FLOWN K AD AB D Obj DAMAGE TEAM % HEALS EFF CREDITS
Acemenu Hawk-M 0 1 0 2 3 1,853 0.61% 0 1,617 153,148
Comrade92 Phobos 8 3 0 1 0 76,630 25.20% 0 1,041 78,894
konvic21 Steel Harpy 0 3 0 0 0 32,301 10.62% 0 346 59,718
LaenZero Wolf,Stiletto AE 0 4 0 2 0 9,057 2.98% 622 530 80,965
RestRing Alligator-M 4 7 2 3 0 67,919 22.34% 11,105 961 91,761
Snib Silent Fox 5 9 2 0 0 86,577 28.48% 0 1,502 82,997
TangoAlpha Hydra 2 4 4 4 0 0 29,705 9.77% 28,966 665 58,593

As you can see, there is no direct proportional relation between efficiency and credits. Don’t forget some people are licensed for double credit rewards.

And as you can also see, the players on the losing team earned basically the same amount of credits as the players on the winning team. That was my point.