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SNoB
#31 Posted: : Thursday, March 12, 2009 4:24:10 PM
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Sunfox wrote:

5 points per assist was based on the old system, where it was quite easy (once you hit the minimum number of kills) to get 50 points for killing one person. I've noticed now that the max seems to hover at 20 or under... usually around 7... so 5 for an assist seemed too high based on that. Note that medics still get 5 points since that's their primary point system (and playing medic should be generally attractive.)

I had initially made sentries a high point value  - 10 - because I wanted to make it more attractive for people to kill them. However it turns out that killing sentries already comes naturally, and is the fifth most-performed action (Kill Assist, Medic Kill Assist, Double Kill, Built Sentry, Destroyed Sentry) so I lowered it. If people are pissed off at that I can move it back. If there were a way to get more points for killing a L3 versus an L1 sentry I would, but that isn't possible.

The arguements we had on the OLD SYSTEM mainly stemmed from the fact that we had all sorts of players get points based on one system, and then that system was completely changed so that it would have been very hard for anyone to get up to the level in the first place. Top players basically had months of "negative progress" to look forward to, until some sort of equalization occurred. Now at least everyone's in the same boat.



I think that was a good change.  I think a medic should get more points for doing his job, than a regular assist. 

I have found, after several hours of playing, I need to maintain a 2.1-3.0 K:D to gain a few hundred points.  I have no issue with this.  If it gets to the point where I stay at above a 2.0, and have a loss after a few hours of play, the system should be changed.



Pyros. They shout and curse. Stabbing wildly. More brawlers than warriors. They make a wondrous mess of things. Brave amateurs.
Sunfox
#32 Posted: : Thursday, March 12, 2009 5:03:39 PM
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There *is* a cap on points lost. It's 500. Might be too high, might be fine. I think I would need to see some evidence of skilled playing resulting in negative points for a while before we can know what it should be changed to.

K_Buz
#33 Posted: : Friday, March 13, 2009 2:20:47 AM
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500 pts "might" be too high?

That's half my total points on a good night now.  For what?  One lucky crit rocket?




Do not eat the contents of this post.
SNoB
#34 Posted: : Saturday, March 14, 2009 12:47:51 AM
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There is some sort of way to track what level SG you kill with.  Are we sure there isnt a way to track what level SG you destroy?  On another server that I play on, stats are obj_sentrygun2 and obj_sentrygun3



Pyros. They shout and curse. Stabbing wildly. More brawlers than warriors. They make a wondrous mess of things. Brave amateurs.
Fat Pigeon
#35 Posted: : Saturday, March 14, 2009 11:49:31 AM
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SNoB wrote:
There is some sort of way to track what level SG you kill with.  Are we sure there isnt a way to track what level SG you destroy?  On another server that I play on, stats are obj_sentrygun2 and obj_sentrygun3


Yeah, I've seen that, too. I sort of agree with you, too, that the weapon multipliers need to be adjusted. The multipliers for one hit kill weapons and stationary weapons are a bit too high, in my opinion. I put together sort of a suggested changes list, but I still think that a typical range of 1-2 is kind of big in a game where critical hits and one hit kills are so abundant.


Okay, I put this in a table, but it doesn't seem to appear inside my post. You can see it more clearly if you quote this post.


Name Old Multiplier Suggested Multiplier Reasoning for a new/adjusted multiplier for this weapon Sniper Rifle 1 0.5 A sniper rifle should be a one hit kill and they already get a headshot bonus of +2. A one hit kill should not be worth the same points as a 6 rocket hit kill, for instance. Rocket 1 1 n/a Flamethrower 1 1 n/a Minigun 1 1 n/a Backburner 1 1 n/a Sticky Bomb 1 1 n/a Scattergun 1.25 1 The scattergun is not difficult to kill with. It's easier than the shotgun which is 1, so it should at least be the same. Sentry Gun 1 0 (0.01) It takes no skill to kill someone with a sentry gun. It only depends on the person moving out of the way or not. Knife 2 1.25 Another one hit kill weapon. This is not too difficult to kill with given the expanded sidestab radius again and it's impossible to see coming, so decreasing it to a level higher than most weapons, but still lower than before makes sense. Pipe 1 1 n/a Engineer Shotgun 1 1.1 Across the board shotgun increases because they are typically harder to kill with than other weapons a class possess. Natascha 1 1 n/a Bat 2 1.5 With the recent damage reductions across the board in melee weapons, the bat has the advantage that it swings faster and does roughly the same damage as other melee weapons, so it should be ranked lower. World 1 0.5 Ninety percent of the time this is caused by self-damage from the player at close range and thus a suicide by that player. Given the extremely high self-damage rates of explosive weapons and the fact that this kill does not depend on the killer's skill, it should be lowered. Blutsauger 1.5 1 There's no reason for this to be higher than the syringe gun. It's more widely used and does a good deal of damage and regenerates health. Wrench 2 1.25 This is the engineer's primary weapon and it is responsible for the majority of his non-sentry kills. It should be worth less than other melee weapons because of its relatively high usage rate and if someone's close enough to an engineer to get hit by one, that person should get the kill and not die to a rogue extremely common critical hit. Pyro Shotgun 1 1.1 See Engineer Shotgun. SMG 1 1.5 This is a difficult weapon to kill with. It's not commonly used, it does low damage, it has a poor spread, killing with this should be worth more than killing with a rocket, certainly. Fists 2 2 n/a Revolver 1 1.25 This is probably more difficult to kill with than other 1x multiplier weapons. Soldier Shotgun 1 1.1 See Engineer Shotgun. Ubersaw 2 2 n/a Club 2 2 n/a KGB 2 2 n/a Bottle 2 2 n/a Axtinguisher 2 1.5 This is typically another one hit kill weapon, so it should be worth less than other melee weapons considering its non-critical damage is roughly on par with that of other weapons since the non-critical melee damage decrease. Syringe Gun 1 1 n/a Flare Gun 2 2 n/a Scout Pistol 1.5 1.25 This should be lowered and the engineer's should be increased to the same level because it's the same weapon. Heavy Taunt 5 5 n/a Engineer Pistol 1 1.25 See Scout Pistol. Bonesaw 2 2 n/a Shovel 2 2 n/a Heavy Shotgun 1 1.1 See Engineer Shotgun. Axe 2 2 n/a Deflect Rocket 2 2 n/a Pyro Taunt 5 5 n/a Deflect Grenade 2 2 n/a Deflect Sticky 2 2 n/a Deflect Flare 20 20 n/a

Sunfox
#36 Posted: : Sunday, March 15, 2009 1:22:41 AM
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I made some changes to modifiers. Note that those were all the default as ships with HLStatsX.

Also HLStatsX does not differentiate between sentry levels (which is why it's something I *wished* it would do).

SNoB
#37 Posted: : Sunday, March 15, 2009 3:53:34 PM
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Location: Portland
"World 1 0.5 Ninety percent of the time this is caused by self-damage from the player at close range and thus a suicide by that player. Given the extremely high self-damage rates of explosive weapons and the fact that this kill does not depend on the killer's skill, it should be lowered." 


I was fighting it out with someone on steel, the doorbell rang right after I killed them, I hit spectator to go answer the door, and the person I just whooped like a little girl got points, and I lost 15 points for answering the door.  I wish they would have never given credit for world kills.

"Scout Pistol 1.5 1.25 This should be lowered and the engineer's should be increased to the same level because it's the same weapon."  They arent the same weapon, for some reason the max firing rate isnt the same.



Pyros. They shout and curse. Stabbing wildly. More brawlers than warriors. They make a wondrous mess of things. Brave amateurs.
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