[Development] Testing out the Severe Damage mechanic

I’ve only tested it a bit but it seems to work pretty well as is. I’m more enjoying the fact that the test regularly gives 10v10 or less games at 11.0-12.0. Very fun especially on the EC maps.

I personally like all of these changes - except that I don’t think severe damage should credit a death at the end of the game. It gives players an unreasonable incentive to RTB to repair when staying to fight may be possible and advantageous. Deaths should only be credited for deaths.

Reward changes are always ‘fun’ to analyse but all I really want is to know that ‘Kill = Death’

Fed up of dying several seconds after being told I killed an air attacker only to see it manoeuvre and drop it’s bombs anyway. Just disable their weapon triggers at a defined point otherwise we may as well just continue with the current Kamikaze style of play where death only occurs when exiting to the menu.

‘serious’ damage should be stopping their attacks and forcing them to concentrate merely on the act of flying and surviving otherwise it’s just kill steal definition and reward change.

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I don’t see why,… the damage doesn’t necessarly impact the weapon triggerring.

Kill the pilot if you don’t want the player to be able to squeeze any trigger. ^^"

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Now no more killsteal?

Now killsteal, but 80% reward anyway

I’m not talking about disabling weapons for damage (unless if it’s specific to the weapons themselves of course) , but making a true “kill = Dead!” which is certainly not the case atm. A Kill should be fully disabling otherwise it’s a half hearted change, don’t let it continue to be a case where you can still be bombed right up until the moment the plane crashes.

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A kill is considered through a certain amount of damages,… therefore you do not understand my previous statement. ^^"

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People can still kill steal. Just like people can still TK you for not letting them get their full 100%. This mechanic isn’t trying to prevent that, but apparently lessen the sting of them doing it. It really doesn’t though because now they can get basically half your payout for pumping a few extra rounds into the flat spinning/fireball-hurtling-but-definitely-no-longer-a-threat player.

If you wanted to fix that that, the player who severely damaged someone would get 100% of the reward and anyone who came by after to finish it would get that 20% Gaijin is randomly introducing to make a player worth 120% (since this proposed mechanic is now 80% to the severely damaged and up to 40% for the finisher). Doing it the 100/20 method is basically the Battlefield method people keep mentioning.

That 20% you get coming in after someone, call it whatever you want. “Finisher”, “Assist”, whatever. And at this point based on some of the responses here, I’m not really going to fault someone for TKing that person who does because incentive to come in and pinch that kill hasn’t been removed. Not saying it’s right, but I get why they’d still do it. Especially if they have more than enough SL to eat the cost.

At the end of a battle, all severely damaged aircraft will be considered destroyed — players in this state will receive the following message: “Written off due to severe damage”. A death in the statistics will be credited, and the player who caused the severe damage will be credited with a destroyed aircraft, where the rest of the reward will be given. This is done so that players with a severely damaged aircraft don’t try to hide and avoid combat in the hope that they’ll not be finished off.

Not really a fan of this. What about those who are critically damaged and use legitimate skill to fend off or escape enemies?

If you want to give the player who caused the critical damage a kill at the end of the game, fine, but I find it unnecessary to add a needless death to the damaged player when in fact they are still operating their aircraft. Furthermore, it seems like a waste of time and effort if a damaged player is trying to repair on their airfield to get back in the fight and the match ends before they can complete the repair and receive a death anyway.

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Please leave the current system as it is, isn’t an issue and complaining about it is pointless IMO

Plus I don’t trust the idea of messing with statistics like this, I see this system as people getting kills they don’t deserve, and an over complication of achieving a kill

No thank you gaijin

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System is definitely bad in the current form, kills no longer make sense, the scoreboard says one thing and the results something else, just sort this out, so tired of this convoluted mess that makes it impossible to know what is earning what.

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How does the new severe damage reward compares with the “old” assist in terms of rewards?

The destruction of planes at the end of the match seems a way that Gaijin found to take a lot of SL from the players, especially in AB where planes can simply spray their guns with unlimited ammo to abuse this, not to mention death by severe damage done by AI AA. If all those that are considered dead at the end of the match due to severe damage have to pay for repair costs that will be a really big amount of SL removed from the players, probably many players will go negative in SL in every match.

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Also, why would anyone that got severely damaged and that would be punished by a death and repair cost at the end of the battle stay in battle? It’s just a waste of time since it’s better to just J-out and join another match. Doesn’t make much sense many players complaining about ODLs and accepting a change like this.

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Assists seem similar, this is current.

Assists only give you 30% against lower BR targets, which is one of those nerfs they pushed through at some point, which I doubt many people even know is a thing.

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Same with critical and all other forms of damage, denying you 70% of the rewards.

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In the new system assists award the same.

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The destruction of planes at the end of the match seems a way that Gaijin found to take a lot of SL from the players.

This seems just purely to delete SL, if they already gave players 80% of the kill for the severe damage, there is no need to force kill a player by the end of the match.

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Imho this thing is just another way of gaijin to lure not very smart (to be polite) players into a trap as they are lured with carrots instead of solving the real issue called kill stealing.

Do the math by your own:

  1. Currently you get a score of 5-700 points (not SL/RP) for a player kill in Air RB. If your kill gets stolen, you receive 500 points for an assisst and the kill stealing “teammate” gets 5-700 points for the same plane.
  2. If we take 5-700 points as a baseline for a kill including a crit - the guy creating this “severe damage” get 80% and the “helper” another 40%.
  3. Combined 120% of 5-700 points ( 600-840) is still less than the previous score in case of a killsteal (500 + 5-700) - so in other words it is an income nerf. Basic math.

Furthermore:

  • I reject this not only due the fact that severely damaged aircraft will be declared dead after the match (imho a joke - who creates such ideas???) as this is an additional income nerf on top.

  • My main concern is that this nonsense encourages even more tryhards going solely for kill numbers in Air RB matches to push their stats to steal even more kills.

  • In addition counting one enemy plane downed as 2 kills (if stolen) is killing one of the last basic rules of air combat which is called “one enemy, one kill”. All you will see are inflated kill statistic and and less SL/RP gains for all.

  • Yes, kill steals are extremely annoying but imho gaijin tries to solve character weaknesses of “special” players with an unsuitable tool - and adds income nerfs for all with this.

No idea why some guys praise this change.

One of the easiest ways to avoid kill steals is to deny the “finishing off” score - and to disable the instructor for severely critted planes. The majority of players is unable to fly a severely damaged plane - they stay airborne due to mouse aim and the instructor. Without instructor they crash. And as soon as a plane is flat spinning - count it as a kill after the flat spin occurs; and not after several minutes floating like a leaf…

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But a kill can provide assists to several different players, with the severe damage will it still happen? I mean is it possible to have a situation where a player does severe damage, another just gets a critical hit and someone else finishes it off, the reward be distributed with 80% for the severe damage player and 40% for the one that finishes it off, but will it still give the assist to the one that only did a critical damage?

That is exactly what I think, and this would only make not worth it to stay in the plane after getting severe damage since the outcome is already decided.

Briefly, the severe damage mechanic simplifies the system for scoring an aircraft destruction and makes it more understandable and transparent

Sorry, but it’s not. It’s much more confusing and it’s much more complicated than before.

as long as an aircraft can theoretically continue to fight, it’ll not be considered as destroyed.

To destroy a plane you’ll need to hit its pilot or inflict enough damage so that its tail is torn off.

You are changing conditions of a kill, so kills will be much harder to get with this new system. Instead of the kill, you get “severe damage”, which is 80% of the kill. And some players will still be alive and will only die when their plane meet these new kill conditions (pilot killed, tail torn off, plane crashed).

This is an awful change. It will result in less scores, because there will be more severe damaged planes flying around that will only give you fraction of a real score, but will still take players attention.

I actually tested this, and to show how broken this new system is, consider this situation: you shoot the enemy plane and destroy their wing completely.
With the previous system, this plane would already be considered destroyed (the nameplate turns gray), and you would get a kill credit.
With the new system, you will get a “severe damage”, and only receive 80% of the score. But this player is still alive and can be finished off by your teammate.

Above situation on the screenshots:

You destroy player's wing completely

But you are not rewarded with a kill yet, only severe damage, this guy is still alive!

20 seconds later this guy finally crashed to the ground and is considered killed, you receive full score

Now in that 20 seconds, every teammate see this guy with red nameplate and can finish him. While in the previous system, you would get a kill credit already, his nameplate would be gray and finishing him would give your teammate an assist.

The same problem is with planes with double engines. Even if you destroy 1 engine and a wing, with new kill conditions, this situation is considered only as severe damage (not a kill yet!). I forced a head-on with the enemy to test this:

Head-on against double-engined plane

After this head-on, we both should be dead already. But we both are alive because of this new system!

We both are still alive, we both received severe damage

He is going to the ground, I’m spinning. We both have so much damage, we can’t survive this, but our death is delayed with this new kill condition mechanics.

He crashed to the ground 15 seconds later

I crashed to the ground 55 seconds later, and finally gave him a kill!

This new mechanics in many situation only delay the kill. And instead of giving you a full kill, it can give you 80% of the kill, giving more opportunities for your teammates to take 20% of that kill away from you.

Sorry, but this is not an improvement. It’s a terrible system that I don’t think is well thought out.

I don’t understand why do you change kill conditions with this new system. Decreasing number of conditions that cause a kill will always be a negative change from the player perspective. Especially when you don’t consider as a kill the situation where player can’t do anything to save themselves, but continue spinning for the next 55 seconds without any purpose at all. It’s just ridiculous idea to implement this system.

Unfortunately, I have a feeling this system will be added to the game anyway. Especially seeing how many players are very happy to see this system. Because all they care about is “kill stealing problem”. It doesn’t matter for them this new system will create much more serious problems.

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Kill stealing is more of a RB problem but this change will mostly affect AB where there are much more planes to kill due to the respawn system there.

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You do realize your entire argument revolves around a concept created by the player base. A concept Gaijin has stated multiple times they don’t consider an actual thing

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