Chicken Adobo
Destrier
Posts: 93
Karma: 61
Pilot name: W A R L Ө C K
Platform: iOS
League: Diamond
Server Region: Asia
Favorite robot: Griffin
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Post by Chicken Adobo on May 28, 2017 21:57:05 GMT -5
Capturing beacons is one of the conditions to win in a battle. It even has its own place on the daily tasks.
It's a strategic factor in winning a match. Yet, its merits was not shown in a pilot's stats compare to dealing damage or destroying bots.
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Post by 0ppressor on May 28, 2017 22:02:43 GMT -5
war-robots-forum.freeforums.net/post/112415/threadI hope the final version moves a few of those plus points for losing back to the winning side. Losing first should not be better than winning last, or at least not *that* much better. Agreed. Also, to those complaining about beacons still not being worth as much as you believe they should, they never will be. Simply flipping a beacon, while completely necessary, means jack squat if it is immediately reflipped. Now we get into mutual beacon flipping for profit territory like we saw during the event. Damage should and will always be the number one deciding factor because reds don't spontanously explode and mech out (unless their headed for the LQ). As a compromise, I would propose the collection of data as to which beacons were flipped by who and for how long they stayed in that teams's possession. That would be a quantifiable measure of actual beacon flipping benefit. Next, we argue the points values for time spent in your team's control.
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Chicken Adobo
Destrier
Posts: 93
Karma: 61
Pilot name: W A R L Ө C K
Platform: iOS
League: Diamond
Server Region: Asia
Favorite robot: Griffin
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Post by Chicken Adobo on May 28, 2017 22:21:53 GMT -5
war-robots-forum.freeforums.net/post/112415/thread Agreed. Also, to those complaining about beacons still not being worth as much as you believe they should, they never will be. Simply flipping a beacon, while completely necessary, means jack squat if it is immediately reflipped. Now we get into mutual beacon flipping for profit territory like we saw during the event. Damage should and will always be the number one deciding factor because reds don't spontanously explode and mech out (unless their headed for the LQ). As a compromise, I would propose the collection of data as to which beacons were flipped by who and for how long they stayed in that teams's possession. That would be a quantifiable measure of actual beacon flipping benefit. Next, we argue the points values for time spent in your team's control. Good points! I also like to add to that, from what I've observed, collecting stats for capturing/flipping beacons is feasible as shown from how the game collects data from capturing beacon/hostile beacon on the Daily Tasks. Perhaps this detail was overlooked by the game designer/developer. A good addition to a pilot's stats if they will include this. It puts another perspective on the overall performance of the pilot during the match. Have a great day
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Post by 0ppressor on May 28, 2017 23:00:17 GMT -5
Good points! I also like to add to that, from what I've observed, collecting stats for capturing/flipping beacons is feasible as shown from how the game collects data from capturing beacon/hostile beacon on the Daily Tasks. Perhaps this detail was overlooked by the game designer/developer. A good addition to a pilot's stats if they will include this. It puts another perspective on the overall performance of the pilot during the match. Have a great day Glad I was able to have been of some help.
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