If they complain you do?
How to exp and gain new weapons
[QUOTE=Napoleon.Solo;237367]Everything you ever wanted to know about XP:
http://etqw.geezergaming.com/newbies/experience.php[/QUOTE]
This site should be in a sticky, there is a lot of useful information on it. Does any one know if the tutorial videos GreasedScotsman created long time ago are still available somewhere online?
That site and a link to the vids might help the new players a bit.
Dr. Funkenstein
Not true, you get bonuses for selecting certain types of missions (build the MG tower, blow up the sea wall, etc. all yeald +2XP if you select the mission first.
The “secure the objective” mission is bugged, no XP for it.
[QUOTE=DrFunkenstein;237480]This site should be in a sticky, there is a lot of useful information on it. Does any one know if the tutorial videos GreasedScotsman created long time ago are still available somewhere online?
That site and a link to the vids might help the new players a bit.
Dr. Funkenstein[/QUOTE]
I believe they are on Bravehardt’s FTP, URL posted in the thread about VOD’s
In terms of XP awards, I had everything all written up in terms of how much you get for each activity, but a lot of it was lost when the old forums were pulled with no warning by activision. Someone here though retrieved 2 out of 4 of those posts, so I’ll find them and paste them here.
(here’s the first of four parts on XP awards from the old forums, parts 3 and 4 I think are gone forever)
For simplicity I will be using GDF class names interchangeably with Strogg class names (i.e. Covert Ops = Infiltrator).
So here goes, to start this off I’m looking at XP awards for objectives.
These are the XP amounts for Primary Objectives:
Destroy Objectives are all worth 20 XP. These are the simplest in terms of XP awards to the player, whoever blows it up gets all of the XP. Where there are multiple destroy objectives on a map (i.e. North and South sewer grates on Sewer, North and South Filter on Refinery, and the two different destroy objectives on Ark, Salvage and Area 22, each is worth 20 XP, so soldiers have opportunities for up to 40 XP from primary objectives alone on many maps. Destroy XP goes to your Soldier Proficiency category.
Edit: Engineer gets 2.5 XP for disarming a charge on a Primary Objective… unsure how many '“ticks” (see below) this is and how that XP is shared.
The Flyer Drone Attack objective on Volcano is similar to a Destroy Objective except it is divided into 5 parts, each part worth 2 XP, so the total is only 10 XP not 20. This XP goes to your Covert Ops Proficiency category.
Transmit Objectives are pretty straight forward, delivering the Data Brain on Outskirts, the Data Disc on island, or any of the energy cells on quarry each gives you 10 XP. This XP goes towards your Battlesense proficiency category.
MCP Escort/Deploy objectives are each worth 20 XP. This XP goes to your Vehicle Proficiency Category. So far as I can tell, all of the XP goes to the guy who deploys the MCP, regardless of how far he drove it, if you drive it the last 10 feet and deploy it, you get all of it. Engineers can get 6-7XP for repairing a damaged MCP up to 100% health (from 25-30% damage, which is usually about where it cuts off), although this is really class based XP it’s different than repairing a turret for instance.
Construct Objectives are a little more complicated: They are all worth 40 XP, but XP is awarded to any player that works on them as follows: Bridges are divided into two sections, each section consists of 100 “ticks” (my verbiage, I don’t know what these are officially called). Each tick is worth .2 XP, so 2 sections x 100 ticks each x .2 XP/tick = 40 XP total. The EMP Generator on sewer is composed of 150 ticks, each tick is worth approx .267 XP /Tick, 150 ticks x .267 = 40 XP. The Generator on Island and all of the Mining Lasers each have 100 ticks at .4 XP/tick, again totallying 40 XP. Construct XP goes to your Engineer Proficiency category.
Hack objectives work the same way, and they too total to 40 XP each. The Sewer Controls and Slipgate hacks are each composed of 180 ticks at .22 XP/tick. The Security Controls on Volcano is composed of 150 ticks at .267 XP/tick. All of the EMP generators (Valley, Outskirts, Refinery) are composed of 100 ticks at .4 XP/tick. Hack XP goes to your Covert Ops Proficiency category.
Now, as you would expect, Engineers get XP as they build and Covert Ops as they hack, based on how many ticks they construct or hack. If you have Engineer/Covert Ops upgrade level 3 you can build/hack faster, so you’ll get more ticks built or hacked per second. So if two guys are working on an objective for the same amount of time, but one has level 3 upgrade, he’ll complete a bigger percentage and get more XP.
edit: You can complete a 100 tick objective in 80 ticks with level 3 upgrade.
Here’s an interesting thing about Construct and Hack XP, you get it as you construct or hack, and you keep it whether or not the progress re-sets. So when working on these types of objectives it’s possible to get more than the 40 XP available for each objective.
Now, I have to confirm this in multiplayer, but when you build the mining lasers, you are pretty much assured of getting an additional 40 XP of soldier XP. Why? Because when the laser destroys the target, it gives you 40 XP (actually counts as two destroy objectives) onto your Soldier XP. I’m not sure why this happens with the mining laser, but doesn’t happen with the MPC deploy missions (when, after the Shield generator is hacked, the SSM missile launches and creates a new “front door”). I believe this is a bug. edit: this bug reported fixed in ver. 1.5
Secondary Objectives work in a similar manner to primary objectives. Here’s some values:
Secondary Destroy Objectives including Wall breaches (Volcano, Salvage), grates (Valley), hatches (Sewer), gates (Sewer, Slipgate), etc. are all worth 5 XP.
edit: Engineers get 1.25 XP for disarming a charge on a secondary objective.
Secondary Construct Objectives: Guard Towers are composed of 40 ticks at .125 XP/tick; MG nests are composed of 24 ticks at .208 XP/tick; both totaling 5 XP.
Spawn Capture Objectives: 150 ticks at .0334 XP/tick = 5 XP. Goes to battlesense proficiency.
Spawn Liberate Objectives: 300 ticks at .0167 XP/tick = 5 XP Goes to battlesense proficiency.
All of these ignore additional XP you can get from the mission system, that’s a separate topic (and one which is pretty confusing).
Note: Most of my testing has been done on the single player game (it’s too hard for me to concentrate on what is happening with XP amounts when playing multiplayer). I’m aware that the ranking system is completely different when playing single player, but I believe the XP award amounts are the same (you would hope that is the case anyway, as the single player is sort of a training ground and things should be consistent to avoid confusion). If anyone spots any inconsistencies between what they see happening in multiplayer and what I’ve noted here, let me know and I’ll edit this info.
Part 2: Class Based XP
Part 3: XP from Damage
Part 4: Missions
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.