i think it would be awesome if they add #of kills tab on after every matches :D ., just wondering., LOL
Adding a #of Kills Tab
I was going to be snide and joke around about how everyone would go trying to steal 'last hits', but thinking about it, that would actually be quite a motivator for aggressive teamwork.
If you're just looking for a way to tell how 'well' you're doing, damage is actually a better counter for that:
The "captures" number that we currently have is just like the "kill#" idea - you can rack up a huge number of caps by being on points on the last second, or you can spend most of a life trying to capture a point, get killed before your teammates finish it, and you don't get any stats for it.
People have argued for replacing "captures" with "time spend on points" because that's more of an indicator of how much "capturing" you're really doing. "Damage" works the same way in that it's more of an indicator of how many people you run into and successfully hit throughout the whole game, whether you get the last hit or not.
OOO must realize by now that the pvp side of their game is more fun and lasting than the pve side, I think they should invest a LOT more time tweaking it because when a player is done with pve and they see a cool playing tearing sheets up in LD they obviously will give that a shot.
If they still show damage and also show kills and assists, I don't see why not. Mist bombers will get credit.
Yeah and then add killstreaks, I want predator missile pls
Oh the hate I got when suggested to bring back brawl. Some people just need to think before they dump crap on suggestions.
Super brawl doesn´t seem to have any classes. I kinda like my striker booster, playing without it seems dull and boring tbh.
Brawl stands no chance of being a thing as long as we have AT sentenza, argent pacemaker and toxic sentenza.
If a kill tab was added, it would add another complaint-ish thing to this game, Kill stealing, and knowing many games that have kills in Pvp, Kill Stealing will be the complaints of many. qq
I have an idea. How about instead of your idea, we do the exact opposite?
I don't see why a kill counter would be any worse than a damage counter. At least it encourages people to aim for killing enemies efficiently, rather than getting them to low HP and then hitting them with GF. Of course, an assist counter is also necessary.
Another idea would be Status Effects Applied (a Grand Total that could be expanded to show all status effects on the game stats screen would be ideal here). Deathmarks applied would also be nice. Unfortunately there is no way to accurately measure how long you distract enemies, so us Recons are still left out, but Guardians could get some help in terms of "Damage Blocked" and "Damage Healed"
A kill counter would just be another "false" stat that people would fawn over and wouldn't accurately measure the work put in by that player. What I mean by that is it won't capture the essence of what it's meant to measure. For example, look at the leader boards. Most new players look to as a gauge of who the most skilled individuals are, and are proud of breaking into the Top 10. However, all it really measures is who has played the most during the week. There are plenty of players who aren't on there that would wipe the floor with those who are. As for the damage stat, it tends to measure who was the most aggressive more than anything, and isn't an entirely accurate measure of "skill." Player A can fight 10 people all match and win all of them single-handedly, but his damage can be dwarfed by Player B who just ran with the team and GF-swung into a crowd of distracted enemies all match.
To me, your concept of a kill counter was conceived to try and measure one's killing proficiency, please correct me if I'm wrong (it's late and my mind is all fuzzy). The problem is that most people are too short-sighted to see the variables involved in how people's stats came to be for the round. If someone gets 20+ kills at the end of the match, other players can incorrectly assume that all those kills were earned based solely on that person's efforts, when the reality is that it more than likely wasn't. False praise and regard for that person's ability would then ensue. As it is, in fights when one person nearly kills another but is instead killed by them, and a second player comes in and finishes the victor off in one blow, the newly-killed player tends to attribute the circumstances of their death solely to the newcomer.
I'll use the above three forum names in the following example: Sigle and Klipik are dueling; Sigle brings Klipik down to 10% health before being taken down himself. Doctorspacebar enters and finishes off the weakened Klipik, who then goes on to praise (or curse) him for the death, all while ignoring the fact that it was Sigle who did 90% of the damage. Would the fact that all Doctorspacebar had to do was connect once to "earn" a kill be reflected in the kill count stat? No.
Damage stats aren't perfect, but they are better than kill counts. Time spent capping and uncapping would be good, but I'm unsure of how difficult that would be to implement. An assist counter would be interesting, but there's the potential for "abuse" with that.
It would only lead to people playing the objective even less.