Weapon damage stats - #Version 23680


(INF3RN0) #121

[QUOTE=Humate;473285]The idea essentially was on one level for fun, but mainly to remove or minimize the skill differential to see how these class compositions would work practically. Strict styles or roles, wouldnt be needed to figure out how these compositions would stack against each other, although that could be tested as well.

And yes there are other players that could play in such a match… :)[/QUOTE]

I’ve found the drafts to usually give fairly good insight. The better aimers tend to always top frag regardless of the class, but more often you see them playing soldier or fops just because they can do more with them. You can indeed do better solo with both of those classes at any skill level for obvious reasons, but trying to empower every player to have the highest solo kill potential doesn’t seem to work out well. Your always taking damage and always losing ammo in Xt, which is why a medic that puts healing before top fragging first for example makes a huge difference. I’ve seen a lot of soldier/lt heavy comps do very poorly in a draft just because their whole team is trying to max out their kill probability. I think my usual draft team supports that statement as we have been one of the few to play compositions that we think are best for the team and not what will get each individual the most frags. Putting more effort into backing 2-3 players to out put the majority of the damage seems to be worth it and if your support players also have really great aim then you can’t ask for much more than that.


(BAMFana) #122

Medics seem plenty powerful to me, and successful pug compositions appear to confirm that. It isn’t difficult to get frags as medic, and both medpacks and revive are very potent when used correctly. I almost exclusively play fops, but that’s only because I always run out of ammo when playing any other class. Getting people to drop ammo on public is hopeless.

It’s amusing that the same people who cry about me fragging them on pub, are also the same people complaining that I’m a “pubstar”. It’s pretty clear that I’m not the one who cares about pub a little too much.


(Volcano) #123

dropping ammo isn’t hopeless, people just cant see them. i a colour change to both med and ammo pack or some sort of hud icon maybe, nothing like the old circle thing that used to be in that was ugly, possibly have the fops auto callout that hes dropping ammo when hes around friendlies


(Hundopercent) #124

I actually don’t think pugs are a good test at all. You’re putting 5 people with no synergy on the same team. It’s a glorified pub and not even remotely close to a scrim or match of team vs team.

Getting back on topic, thanks for the stats on the weapons. :slight_smile:


(INF3RN0) #125

[QUOTE=BAMFana;473312]

It’s amusing that the same people who cry about me fragging them on pub, are also the same people complaining that I’m a “pubstar”. It’s pretty clear that I’m not the one who cares about pub a little too much.[/QUOTE]

I think your aim is better than people would hand it to you, but your play style isn’t very good for this type of game. That overly cautious style only really works out on defense and being so over attentive on your KDR doesn’t really help you or the team. I don’t have a problem with you anyway, but that’s my 2cents. Are you from mainly SnD games jw?


(trickykungfu) #126

hell yes inferno :slight_smile: love you now a lil more then DuckFana

Fana is a pro NS2 gam0r. With Millions $ price money at home XD


(BAMFana) #127

Man, you lot care more about my k/d than me. I think many players on here underestimate the importance of staying alive and holding a position, though. Dying not only puts you into the spawn queue for up to 20 seconds (as opposed to regening for 10 seconds), but you also lose your position, thus giving the other team map control and information (“they’re a man down, go go go!”). K/d is not as important in this game as it is in say Counter-Strike or Call of Duty, but getting frags and staying alive is still one of the most important factors in winning a game.

Lets do an example; lets say that I’m on defenders at the first point on Waterloo, holding balcony by myself. Most of my team is in the queue, and the attackers are pushing up towards the point. I peek out, get a frag and get shot down to 20% hp. I could peek out again, or run downstairs and try to get a drop on them from that way, and perhaps delay their plant. Since the attackers know where I am, and my hp is low, I’m very unlikely to succeed. Most likely I’ll just end up joining the next spawn “wave” and giving them balcony position uncontested, which makes their defence of the plant a lot easier. If I instead sit back for ten seconds and let regen do its work, it’s very possible that I’ll be able to at least prevent them from taking position on balcony until our next spawn wave arrives, which means there’s a much greater chance we’ll be able to wipe the attackers and defuse. That’s how I play the game.

I’ve played several different SnD games, but other than playing a lot of CS over ten years ago, but it’s not where I’m “from mainly”. For the past ten years I’ve dedicated most of my gaming time to a Half-Life mod called Natural Selection, and its sequel. The primary combat skills in NS1 and NS2 are tracking and movement, so transitioning to Extraction combat is pretty easy. I’ve played just about every multiplayer fps released since 2000, but somehow missed out on Wolfenstein multiplayer, ET and its derivates, so the timed gameplay is admittedly somewhat alien to me.

Obviously not, but it has given me ten years of great games at a high level, including two sponsored lan events, and many fond memories.


(trickykungfu) #128

[QUOTE=BAMFana;473389]Man, you lot care more about my k/d than me. I think many players on here underestimate the importance of staying alive and holding a position, though. Dying not only puts you into the spawn queue for up to 20 seconds (as opposed to regening for 10 seconds), but you also lose your position, thus giving the other team map control and information (“they’re a man down, go go go!”). K/d is not as important in this game as it is in say Counter-Strike or Call of Duty, but getting frags and staying alive is still one of the most important factors in winning a game.

Lets do an example; lets say that I’m on defenders at the first point on Waterloo, holding balcony by myself. Most of my team is in the queue, and the attackers are pushing up towards the point. I peek out, get a frag and get shot down to 20% hp. I could peek out again, or run downstairs and try to get a drop on them from that way, and perhaps delay their plant. Since the attackers know where I am, and my hp is low, I’m very unlikely to succeed. Most likely I’ll just end up joining the next spawn “wave” and giving them balcony position uncontested, which makes their defence of the plant a lot easier. If I instead sit back for ten seconds and let regen do its work, it’s very possible that I’ll be able to at least prevent them from taking position on balcony until our next spawn wave arrives, which means there’s a much greater chance we’ll be able to wipe the attackers and defuse. That’s how I play the game.

I’ve played several different SnD games, but other than playing a lot of CS over ten years ago, but it’s not where I’m “from mainly”. For the past ten years I’ve dedicated most of my gaming time to a Half-Life mod called Natural Selection, and its sequel. The primary combat skills in NS1 and NS2 are tracking and movement, so transitioning to Extraction combat is pretty easy. I’ve played just about every multiplayer fps released since 2000, but somehow missed out on Wolfenstein multiplayer, ET and its derivates, so the timed gameplay is admittedly somewhat alien to me.

Obviously not, but it has given me ten years of great games at a high level, including two sponsored lan events, and many fond memories.[/QUOTE]

omg XD I am laughing so much


(Anti) #129

Closing the thread, people are too focused on discussing and moaning about each others play-styles, which is totally off topic.