So youre just proving even more my point, if the dont learn they wont kill more…
There’s no in incentive to learn if they’re being rewarded for kills…
By vote, the win reward was decreased.
That has nothing to do with this.
It shouldn’t matter if you win or lose, you at least supported your team.
There is the incentive to kill more and more efficiently… killing is still a mayor part of the game and does require skill and have its own learning curve, keep in mind that kill are only rewarded after the fith kill
What is the point of supporting your team then, if not to win the match?
I’m trying to understand what you’re saying but it seems like you’re trying to create loopholes in logic.
YOU AT LEAST TRIED. You’re never going to get a 100% win rate, especially if the opposing team is also incentivized to support each other rather then prioritize getting the highest amount of kills.
If you want to reward team support, you have to come up with a workable metric. One that is genuine and can’t be cheesed easily. “Winning” is such a metric. You don’t cheese that. Do you have a better offer?
I’m arguing that it’s called a flanking maneuver exploiting a weakpoint in your “unit” and you’re supposed to prevent that as a team. They seldomly win the game by themselves, but they make it significantly harder to win regardless.
Are you autist per chance? Because you seem to have a very thin skin and take everything either personally or literally.
Why play the objective then? What’s the point of playing a game if not to win?
Teamwork with randoms works like this: You find someone not dying immediately, often get a thanks for helping them and then you just drive together 'til death parts you.
Sometimes they die and I get the revenge kill, sometimes I die and they get the revenge kill. In the process we murder and spitroast half the enemy team.
By doing this I got many a jolly good time.
Dude, sometimes teams leave whole areas open, people do this to themselves, so don’t be mad when players take advantage of their enemy’s inability to spread out and cover the map.
You are playing the game from the moment you respawn, your thought process starts there, not when you get into a cap point. Also, I guess killing multiple enemies unopposed so they can’t decap or kill your teammates is somehow a bad thing now, quite literally, free kills are a bad thing in your opinion.
I’m of an opinion if you and your team leave paths open for enemies to sneak into unnoticed, you should pay the price, and a big one.
This is like crying enemies took a cap point unopposed at the start of the game, just because no one from your team bothered to go there.
Imho your view on things is too focused on kills - this is ok, because imho wt looks now partially like a shooter.
Maybe things in Ground RB are much more different, therefore my view just focused on Air RB:
If i watch replays of friends flying top tier jets the only required skill seems to be 3rd partying other players - or watching a few F-14s spamming Phoenix missiles across the map has a rather low skill floor. The players play tree top cat and mouse to avoid getting slammed…
Kills are rewarded with “Terror of the Sky” with 2 kills (if nobody has more), imho “Bulletproof” needs 3 - and if you have done nothing besides being the last player alive and you kill the last enemy aircraft you might get the “Sole Survivor” reward - but only if the plane burns up or he uses the chute - if the enemy tickets goes to 0 before that you won’t get this reward, because the game counts his plane dead but him as alive…
You’re actually correct about air RB.
Top tier there is just… eh, sometimes it scratches an itch but mostly it’s mindnumbing.
I know what I’m talking about, I got the german MiG-29 (my beloved).
Up to early jets is more fun in general. From there on the game mode and maps just don’t fit the capabilities of the planes anymore.
My point although is around kills, it was directed the statement where he claim it would benefit poeple who buys into top tier, which it isnt as people that can spawn more will kill more, this would actually encourage people to spawn again to earn the better modifier
I’m not a game developer. How about preventing a team mate from getting killed and taking attention away from an objective team mates are on?
It is just my idea and i would like to know if it make sence but…
Isn’t it will be beter if RP bonus will be based on mission score like 500 score = +15%, 700 - +30%, 1000 - +40%, 1500 - +50%, 2000 - +75%, 3000 - +100% (or something like that)?
That way even players played bombers and strike aircrafts don’t need to just hunt kills.
And players will be rewarded on what they will do in missions even capturing points and other stuff.
Arent those iirc rewarded with just with sl not rp
I feel that it is a good start. But it must be elaborated.
For example, I strongly suggest to add another skill bonus for kill assists (talking about scouting!). I recommend a base key of 5, which means 15% bonus for 5 assists, 50% for 10 assists and 100% for 15 assists.
But Gaijin also has to fix that damn scouting bug which is around for wayyyyy toooooooo loooooong now.
This would only benefit light tanks
“Kill assists only benefit lights?”
How about they add a feature where a program determines what you assisted killing and what that enemy was doing?
Did you know that if you scout a tank and that said tank is destroyed you get an kill asist? Btw good luck getting 15 assists in anything else other than a light tank