Rewards for losing are garbage

I get that it’s frustrating getting a really good match and then getting a mid reward because you still lost, but that’s what motivates you to try winning so I don’t think that should be changed

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Rewards for losing are garbage.
Rewards for winning are better.
So?

2 Likes

You can look it up yourself on statshark :)

I never recommend giving away your login details to any third party in general. On statshark you don’t have to log in, you can just search your in-game name.

I’ve been doing horribly lately compared to my historical performance, recently started grinding the British ground tree so that might be why :P

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Doesnt the game have bad rewards % in general if you lose?
I swear i earn WAY more if i win the game with 15 kill than a lose game with 15 kills…
The % you gain for win to me its still unknown so

But what im trying to say its that it feels like you didnt do anything in that game sometimes when you lose,i dont know why

I’m not sure as this is just 3’rd party information from last year but as far as i know the multipliers for win/lose are:

SL: base SL multiplied by 1.47/1.2 and then + any awards.

So comparatively you get about 23% more SL for winning (or ~18% less for losing).

RP: 2/1.34

So comparatively you get 49% more RP for winning (or ~33% less for losing) and RP is 60-80% based on playtime.

Source is from a player so i don’t know the reliability: ( Report on how scores, SL, and RP rewards are calculated )

But even if you have full activity with 15 kills,even if you lose?Shouldnt you be rewards equally as the other team winning?

There shouldnt be a penalty IMO for top 3-5 people (Based on activity and overall performance)

In my opinion that is accounted for by the skill bonus multiplier. If you’ve played that well then that multiplier more than makes up for the win/loss differences. But i see your point.

If you think this through it makes no sense.

Why?

At least in theory the lobbies should be balanced - and not their players. So if each team has 3 better than average players the outcome depends on how these players interact with the enemy team; in other words: The experienced players are in charge of carrying the game.

So if 3 experienced players of Team A are racking up kills by camping the enemy spawn whilst the 3 experienced players of Team B cap all points and defend them at all cost you might agree that the mission score of the 3 top players of Team A was achieved without game impact.

There is no need to give these guys a bonus.

Exactly!

Balancing clearly won’t get changed, and neither will matchmaking which is the real issue. And it makes perfect sense.

Also mass killing is ABSOLUTELY game impactful. This argument needs to be dissolved completely. You’re destroying enemies that are potentially going to attack or defend and change the route of the game. You’re allowing space for your teammates and you’re grinding away at enemy numbers.

That’s game impact. If you think it isn’t, think deeper about it.

Besides, the more you kill, the less points you get per kill, so it’s good to have a balance (which I do since my high performance games average 4-5k points, most of the times higher than the enemy in 1st place), so I still believe that the losing team’s carries should get closer to the full reward the higher they are on the leaderboard.

In fact it should probably be for everyone on the losing team, going from like 15% (2x lower than the current reward gain which is 34% for all losing players) to 100% or at least 80/90% based on position. This is to simply reduce the huge gap of rewards created by a small gap in score (guy in 1st got 20 more points than you cause they died once more than you did xd).

You get % but at the same time you get hit by the reduction of the loss so uhm…you still losing rp/sl

the percentage loss from losing isn’t as big as the gain from the skill bonus. The RP is the biggest difference in win/loss at 49% more RP for a win which is what you get for a stage 2 skill bonus in all ground modes.

Generally, across all game modes? No, it isn’t. People can respawn.

But your complaints are long taken care of: If you do manage to mass kill (no matter if impactful or not), you already get a 100% bonus RP reward.

If you mass killing it should be 90% a victory,that is if your team aint completely blind and forgot how to play the game out of the sudden

It was already explained that mass killings will not necessarily lead to victory. Remember, there are many game modes, in some you can even respawn a lot. It is quite possible to club seals in tremendous numbers, yet lose the game to a few people with knowhow, who only kill what is needed to win and not what generates huge score. It happens all the time.

So I side with those here that say: Win bonus is for the winners (and not for seal clubbers and spawn campers).

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Roasted by a mod lol.

You get a nuke every 2 matches wow.

Also how did you get chat banned?

Its not really that impressive anymore depending what vehicles they are using tbh…
But Nuke remains cool as hell to look at IN GAMES

How bout IRL?

No thanks,i wanna keep my life till i get old