Counting deaths discourages corageous, but often futile acts which, when taken into consideration of the context of objective-based shooter actually create the drama/intensity - especially when determination in the face of futility wins over - why else is there OT.
The game is designed to emphasise (hence the caricatured visual styles) and encourage emotional involvement/attatchment in the plight of the factions - unlike the dirty business of military shooters. Anything that detracts/distances from the emotional impact of the moment conflicts with tthe games concept, thus it’s removed.
To a degree I agree with tokamak XP/min, kills/min is close to the mark, maybe with ‘weighted’ objective bonuses, the highest going to the first obj. scored (often the hardest) and last (as defenders reflexively fall back to set up a last stand).
FireWorks- “I personly die quite often in a match, and guess therefore spend some time on the ground. But I do a fair share of raping in this time very often ending in winning a map.”
We’ve all spent our fair share of time on our backs. It’s a great opportunity to relay setup info back to the team. Do kills from Downed Fire count on the stats?
" A buffing noob in the back will score relativly high but is not as useful as he might think he is."
And they don’t expose themselves to risk, nor learn anything about oppositions movements that anyone else doesn’t already know (value=zip). This is something that affects Ops too, although they have tools (disguise etc) to balance the risk.
One thing I’d like to see is XP penalties (percentage of mission completed?) for leavers/swappers mid-match - but that might be taking things a bit far, also penalises casuals and those w/ bad connections.