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Staff

Kills vs Caps

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Kills are worth trash for points, its much more profitable to back cap forts and faraway outposts with 0 risk as opposed to fighting other players and capping forts with players in them, i suggest raising how many points kills give or lowering how many points capping an empty fort gives and perhaps raise the points on a fort cap depending on how many enemy players died inside during the capping to encourage players to seek out the tough fights

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58 minutes ago, Staff said:

Kills are worth trash for points, its much more profitable to back cap forts and faraway outposts with 0 risk as opposed to fighting other players and capping forts with players in them, i suggest raising how many points kills give or lowering how many points capping an empty fort gives and perhaps raise the points on a fort cap depending on how many enemy players died inside during the capping to encourage players to seek out the tough figh, ts

The new mechanic will give caps a bonus over time that goes to any team taking it...   so the longer a side holds a fort the more it is worth to take away.    No, kills shouldn't count for much because it isn't an even measure, certain classes can simply kill steal or stay far more net positive in the kvd ratio by the nature of the class.   Don't give assassins and duelists any more ego than they already have...   the rest of us cannot simply kill, then stealth/get away...  we have to hang our asses out there.

 

Edited by Frykka

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                                                        Sugoi - Senpai

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18 minutes ago, Frykka said:

The new mechanic will give caps a bonus over time that goes to any team taking it...   so the longer a side holds a fort the more it is worth to take away.    No, kills shouldn't count for much because it isn't an even measure, certain classes can simply kill steal or stay far more net positive in the kvd ratio by the nature of the class.   Don't give assassins and duelists any more ego than they already have...   the rest of us cannot simply kill, then stealth/get away...  we have to hang our asses out there.

 

give the kill to whoever does the most damage like rss nodes. while its true assassins and duelists would have a point advantage like this they are getting nerfed hard soon. looking at the chaos leaderboards, my faction, out of the "top" 10 players there is only 1 with over 10 kills, and only 2 with over 10 assists

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10 hours ago, Frykka said:

No, kills shouldn't count for much because it isn't an even measure, certain classes can simply kill steal or stay far more net positive in the kvd ratio by the nature of the class.

What does that have to do with the faction score? Except you're talking about the endreward for top players of the leaderboard, but that's a whole different balancing issue.

Statistically it certainly becomes an even measure, as the fraction of players using those classes is probably quite similar in every faction. Why should it not be viable for pk classes to be able to contribute to the faction score? 

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What if death of defenders and attackers alike interacted with the capture bonus thing?

It could be a temperary boost.

A few days temporary decrease in capture points for the defenders. Repelling attackers would be profitable and would probably mean that Keep wont be a target so soon.

A few hours bonus to the attackers. The harder (The more defenders killed) the fight the more points they gain (if they manage a good K/D). Seems reasonable to me.

Obs.: Does the capture bonus points reset and is paid as soon as the owner changes? It would be interesting if there was a requirement of holding it for some time. It would also tie with my idea above where other teams attacking the same place once owners change would be able to maybe get multiple bonuses.

 

BUT that kinda of thing would require that points be visible to the players. Which don't seem to be case AFAIK. Anyway, it could be interesting.

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Kills are a means to an end, not the goal itself. There are many roads to victory.

Quote

US Colonel Summers: "You know, you never beat us on the battlefield
NVA Colonel Tu: "That may be so, but it is also irrelevant"

 

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the fort & guards mechanics on test right now will make it so that its more important and easier to defend your points.  Hopefully this will make captures and kills go hand in hand.

Edited by CurvedJohnson

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