10:02 pm, July 19, 2013
338
WN6, WN7, WN8, EFF, How hard can it be to make 1 rating and stick with it?
Is the game changing so much that we need version after version of changes to a rating that tells us how much a player is able to help his team?
My proposal to a logical system:
Tiers 1 to 5 DO NOT count towards your stats at all, EVER. ( This has two benefits. One, padding at these levels just doesn't tell us how good you are when it really counts. Two, a great way to let new players get some experience and practice in the game before they start building bad stats that they have to try and repair later, just a little break for the new player.
Percent calculated values: ( my suggestion )
60% from DAMAGE, their is no substitute for high amounts of damage to help your team win, NONE.
15% spotting, this is important, you can't shoot what you don't see, and enemy locations give good teammates information to help make decisions on where help is needed, and when to defend, attack or flank. Information is power.
10% kills, anyone can finish off the last 100 hp from a tank, it helps but not that hard when someone else does all the work.
10% defense, this can keep you from losing, and many games can be won if more players pay attention to the minimap.
5% capping, this is still important and can even help a troubled team win, but should not be abused to eccentric levels.
Simple as this, any reason this will not work long term?
My proposal to a logical system:
Tiers 1 to 5 DO NOT count towards your stats at all, EVER. ( This has two benefits. One, padding at these levels just doesn't tell us how good you are when it really counts. Two, a great way to let new players get some experience and practice in the game before they start building bad stats that they have to try and repair later, just a little break for the new player.
Percent calculated values: ( my suggestion )
60% from DAMAGE, their is no substitute for high amounts of damage to help your team win, NONE.
15% spotting, this is important, you can't shoot what you don't see, and enemy locations give good teammates information to help make decisions on where help is needed, and when to defend, attack or flank. Information is power.
10% kills, anyone can finish off the last 100 hp from a tank, it helps but not that hard when someone else does all the work.
10% defense, this can keep you from losing, and many games can be won if more players pay attention to the minimap.
5% capping, this is still important and can even help a troubled team win, but should not be abused to eccentric levels.
Simple as this, any reason this will not work long term?