PART 2
See XP Awards demystified: Part 1 Objectives for some background, here’s part 2, XP amounts for various actions by class.
For medic and field ops the amounts are from 1.4 (these are up considerably since 1.2). For the other amounts I haven’t bothered to see if they are still consistent, but change log indicates they should be.
XP goes towards the appropriate class proficiency.
For XP for damage from class specific weapons see part 3.
Medic:
Deploy a supply crate: 1 XP
Heal: .5 XP for each stroyant cell or med pack (assuming all enemy damage).
Supply crate use (by others): .5 XP for each use (every time someone takes a pack from the crate)
(both of these are way up from previous, a good thing in my book)
Revive: 1.8 XP
Full revive (level 4 upgrade) counts as a Revive (1.8 XP) plus 1 Heal (.5 XP) for total of 2.3
Spawnhost use: 1.8 XP
Destroy spawnhost .125 XP (this sucks!)
Field Ops:
Deploy Field Gun: 1 XP
Ammo pack use: .5 XP
Looks like you get nada for shields. (see post listed below under hacking for an idea)
Covert Ops:
Deploy Radar: 1 XP
Disguised Backstab: 1 XP (this is in addition to the XP for the damage, so while you don’t get XP for taking a disguise, you have the opportunity to earn additional XP while disguised)
Radar Spotting .1XP each ( I’m not sure if this is based on each unique person spotted per spawn, so you can spot the same guy multiple times, or if it’s just a timing thing). However it works, it appears unchanged from previous. If so this one needs to be bumped in my opinion. See class based XP awards: for some ideas on how radar spotting XP might be improved.
EMP Vehicle: .25 XP
EMP Deployable: .3125 XP (edit) + .25 XP for something called ‘damage half’, I guess this is putting it into a mode where if you hack an emp’d deployable you damage it to 1/2 health, but why this XP doesn’t get recorded when you do the hack instead of the EMPing seems a little weird to me
EMP mine: .1 XP each (how do you like that? )
Hack Big (?) deployable: 2 XP
Engineer:
Deploy a turret: 1 XP
Repair: edit: .00125/pt repaired. or 1 XP/800 damage repaired.
edit: 9/12 Ecxept for MCP which is more like an objective, when damaged to around 75% the thing has around 80-90 points and you get .075XP/point, meaning you will get 6-7XP for repairing it back to 100%
Shoot down hammer/DMK round with anti-missle: 3 XP
Shoot down rail howitzer or artillery: .3 XP each
Shoot down plasma mortars or rockets: .5 XP each
Note: because there are 10 artillery rounds and 6 rockets in a barrage, these all add up to the same amount: 3 XP if you intercept the entire barrage.
Disarm a mine: .125 XP (Disarm 8 mines and you got yourself a whole point )
Soldiers
Aside from heavy weapons damage (part 3): you gotta blow stuff up (see part 1 objectives and part 4 missions).
Miscellaneous replies:
Originally Posted by porktoss
Edit: A suggestion: You might want to add a little more “how to” for Soldiers and Field Ops. Damage caused is how you get the XP and players don’t have nearly as much health as vehicles and deployables, of course =)
I’m going to do part 3 on XP from damage and repairing. Might or might not include damage from deployables in this, but I’ll probably include damage to deployables.
Note: I updated a couple of things in the post, deploying a supply crate gets you 1 XP, and a full revive counts as a combined revive plus a heal.
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I regularly gain Oppressor ranks the very instant I put down a shield. Not saying it couldn’t be coincidence (Mortar deployed at the same time or something) but it’s happened well over 10 times in ~10-20hrs of playing Oppressor.
Quote:
Originally Posted by MrBrett
I thought that too for a while but that would be horribly abusable. If it is the case then maybe the number of absorbed projectiles rather than the damage. More likely is a combination of both. The assumption of the OP that you don’t earn XP at all with shields is highly unlikely.
Agreed that it should give you something, this doesn’t mean that it does. You should also get XP for delivering an energy cell. Again, so far as I can tell you don’t get anything, including for damage dealt to it. Just reporting what I’m seeing.
edit: I meant to say the Oppressor doesn’t get anything for damage dealt to it. As far as that goes, it seems to be treated like a deployable or vehicle for damage to it (see part 3). In other words, you get XP for shooting a shield, but none for deploying it (unless I’m missing something, which of course is possible).
Quote:
Originally Posted by [TFA]Violator
I’m not convinced about the supply crate thing as I’ve only got 2xp from 288 uses? (A good deal of these since 1.4)
Consider this, on the official site it shows you have 206 OF 2,000 XP EARNED WITH GDF SUPPLY DROPS under achievements (which is actually more than your med pack uses), this leads me to believe the amount shown under classes is bugged. Certainly there’s something wrong somewhere, you get 1 XP just for dropping the thing onto the ground.
Quote:
Originally Posted by b0rsuk
What about flyer drone/3rd eye camera xp ? Does the camera give xp for detecting players, in a way similar to radar ? What’s the damage/xp ratio for 3rd eye camera ? How much damage does it deal ?
How much xp does field op get for dealing damage with fire support ? I know it can be a lot if you hit two or three deployables. If you’re lucky, you can get your first reward after first airstrike (should be easier with Hammer)
I also suspect that silenced weapons (pistols) give covert xp - they’re needed for an award, after all.
Interesting question on the camera, yes looks like you get spotting XP for it, and damage from it goes to Covert Ops XP. Looks to me like silenced pistol XP goes to light weapons.
As far as damage, I don’t trust testing this on the single player game, I get some weird results, but yeah I’ll try and figure all of this out. I need to try and set up my own LAN server or something and test it on a multi-player game. I don’t trust the damage amounts to bots either, seems like maybe they could be different based on skill level. Anyway, still playing with this part.
edit: damage is now detailed in part 3. Repair XP added to class XP in original post.
Originally Posted by Sniper47
Another situation,if I drive Husky and get of from the vehicle at full speed–if the Husky runs someone,how is this counted?
My last Q.:Same situation,but I drive an Armadillo,and I have a passanger,but driver(me) gets off and it kills enemy.
man, the questions!
OK, jump off a vehicle, then the vehicle runs down a guy, you don’t get any XP for the kill.
Not sure what happens when their’s a passenger in it and no driver, in fact, not sure how XP is shared on vehicle kills between the driver and the gunner. If you look on the stats site, you will see a value for weapons_xp and weapons_kills under Husky even though a Husky has no weapons, yet values get recorded here which must be the roadkills. So how these are sorted between driver and passenger I’m not sure (would be logical that the driver gets the roadkills under his vehicle:weapons_xp and the gunner the same for anyone he shots).
edit: OK, just saw Verticae’s reply on same question, sounds like it works the same in both cases.
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Well, I read somewhere XP is deduced only upon teamkill which was complained. But I guess it was also Qw4newbies site. i’m not sure these things are actual there…
Tried it with bots and you don’t get any XP deducted for teamkills, but bots never complain
Thanks for your posts explaining how XP works.
I didn’t see anything on how “XP earned with EXPLOSIVE CHARGES” works.
I see that much XP is earned by blowing up a deployable at 1XP/533 damage. I presume this counts toward the award.
What about vehicles? Do you get the same whether or not the vehicle has been used (1XP/533 Damage)? Can you get extra XP by spotting it and selecting it as a mission?
Seems like a tedious award - you have to blow up 2000 deployables/vehicles. Is there a better way?
dG
Yeah, the explosive charges medal only counts for destroying things other than objectives. But it’s not 2,000 deployables, 2,000 XP would be 1,066,000 damage, that’s about 267 defensive turrets or 355 artillery pieces. If you are going for that award defensive turrets are the way to get their fastest.
You don’t get any XP for destroying a vehicle which has never been used (this is to keep you from XP farming by hanging out outside destroying vehicles as they respawn while all of your team mates are inside fighting the good fight).
I don’t think you get anything extra for destroying a vehicle which has been spotted but I’m not positive. Same thing for deployables, but if you do the amount should show up in the mission menu.
in this thread claims it doesn’t apply to people but a followup points out that this because you only get 1 XP per 1000 points of damage and a person is only worth ~100 or 1/10 of an XP. Is the 1XP per 1000 points of damage accurate? Hard to tell in the forums…
Quote:
Heavy Weapons: (Rocket Launcher; GPMG (including mounted versions); HE Charge) XP goes to Soldier Class
vs. Infantry: 1 XP/133.3 damage
vs. Vehicles & Deployables: 1 XP/533.3 damage
Granted, I didn’t test the HE vs infantry but in other respects it acts just like a heavy weapon so I would expect it too here as well. Note that you get 4x more XP per point of infantry damage than you do per point of vehicle/deployable damage, but since a (large) deployable has 40 times more damage points you’d have to kill 10 (full health 100 point) infantry (10 x 100 / 133 = 7.5 to equal one (full health large) deployable (1 x 4000 / 533 = 7.5.
And yeah, you get 7.5 XP for blowing up a large deployable (4,000 health) and 5.63 for blowing up a small one (3,000 health), at least you did when I ran the tests which I think was post 1.4 patch. And, of course, you get less XP if the deployable (or vehicle, or even infantry) is damaged since the XP is based on how much damage you do, just like you get less XP for killing a guy with only 5 health left.
As far as the XP going to badges, that was a lot harder to test and the whole thing is pretty buggy. Go through the XML data some time and you’ll see what I mean. I wrote an XSLT transformation which cleaned up the data and re-organized it, but there’s a bunch of stuff missing that you can’t do anything about. They have stats for combined weapons (like the SMG/Silenced SMG), near as i could figure out this is what is in each:
knife_combined = knife + spikes
pistol_combined = pistol + pistol_silenced + pistol_akimbo + pistol_akimbo_silenced + blaster
grenade_combined = grenade_frag + grenade_shrap + grenade_emp + grenade_scrambler + cannister kills? (math was off slightly on that one but I’m pretty sure this it was from cannisters)
machinepistol_combined = machinepistol + machinepistol silenced
assaultrifle_combined = assaultrifle + assaultrifle_scoped
lacerator_combined = lacerator + lacerator_scoped
You can see that these are being used in the badges since that’s pretty much the only reason they would add them up this way.
Again, all the above jibber-jabber goes to Cankor. and @ cankor, there was only 2 pages of the forum listed, i.e. no third page, no part 3/4.