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View Full Version : Heavy Points Modifier



Gorbachev22
May 14th, 2008, 02:12 AM
I mentioned this briefly in a different thread, but I now think that it needs to be addressed. I believe that the points modifier of 1 on the minigun is inappropriate given the modifier on the rocket launcher and the two demo weapons. Heavies get the vast majority of their points from kills like these two classes, but unlike them lack the speed or mobility to escape from combat. I think even the sniper has a greater modifier. It seems as if the heavy, with a weapon that works only at close distance should get a modifier more in line with the pyro (say 1.8 or 1.75, as the pyro is certainly more difficult than heavy). At present, a decently ranked heavy, let's say in the top 100 (there aren't many of them), can have a kpd ration between 2-3 and still come out pretty negative on the day. I know I'm certainly not a top caliber player, but it doesn't seem quite right that, as a heavy, I can finish with a 2.3 or 2.8 kpd and on top for a full round of gold rush and come out solidly in the red. If I go and play a mediocre medic for 30 minutes I'll score a couple hundred points in the positive. In fact, even playing as a nerfed engineer will give me a better score.

I know ranks aren't everything, and, in fact, mean pretty much nothing, but as nothing but a pubber I find it a little discouraging. And scoring in the red would seem to signal a regression in ability. If I just have no idea how to play heavy pass along the secret to the class :cool:

Nekkris
May 14th, 2008, 07:52 AM
lulz wont change anytime soon (sucks yeh)
If you wanna rank whore just got medic =]

aSydiK
May 14th, 2008, 10:31 AM
See the reason why it's a 1 point modifier kill is because many people believe the class doesn't take a whole lot of skill to play. Sure, there are a ton of stupid heavies out there but I don't know about the rest of the community, the most I ever think about as a heavy is when to be in fights or when to not fight and how to protect your medic if he's attached to you. Otherwise it's a pretty spray and pray class.

I can see where your coming from and yes you are a pretty damned good heavy but I think many others do not see the class as a too difficult class to play. I am leaning towards the latter half of this post. I'm sorry if it sounds demeaning, I'm not intending to come off that way. Just trying to show the rationalization behind the current settings.

notorious
May 14th, 2008, 12:09 PM
its okay i've scored red the past 3 or 4 times i've been on tnr. it just happens sometimes. people will always know you're a good heavy, just like they expect me to always be in the red cause im terribad XD

lefty
May 14th, 2008, 12:11 PM
notorious is bad. (thats why i have a better rank than him)

ooooooooooooo. burn.

DevilShootsDevil
May 14th, 2008, 03:23 PM
Boost engineer while you are at it! PLXXXX!!!

iheartyou
May 14th, 2008, 04:32 PM
heavies got screwed because of the hey hold down the button to kill. thats about it. Its been brought up before yo, so its unlikely to be changed anytime soon.

kilatsat
May 14th, 2008, 05:48 PM
man that sucks about the negative scores... I wish I could have KPD close to 3 like that( I think 1.63 is my best on record)

my money says that heavies should have a modifier closer to 2 and a more severe point loss per death than average (I know medics lose the least points for dying) therefore the heavies that die the least, or take the most enemies with them like gorby here would get decent points for their kills; meanwhile a terribad heavy who's job is to give the enemy sniper points will lose HUGE points.

too bad I have ZER0 money$

jkaupp
May 15th, 2008, 01:25 PM
Medics don't lose the least points per dying. Thats dependent on your rank. If I play soldier and die, I lose the same amount of points if I was a medic and got killed by that same person.

The reason why medics can dominate the system is that most don't engage in direct combat, and a skilled medic can easily have single digit deaths for most maps. I consider a map/match a personal failure if I enter double digit deaths.

aSydiK
May 15th, 2008, 02:29 PM
Alright, new goal... make sure jk has 10 deaths or more per map.

Lopert
May 15th, 2008, 02:47 PM
Alright, new goal... make sure jk has 10 deaths or more per map.

Will do.

I don't really understand the basis for the multiplier of the points. TF2 already has a decent scoring system, and I don't get why the stat tracking changes the values. Is a demoman spamming his pipe (worth 2.00) really worth more points than being able to fool the enemy and stab them in the back (worth 1.50). Maybe it's because I'm biased because I play spy 80% of the time and I hate demomen, but some of these values seem way off.

Meh. I don't really care for stats aside from KPD or APD.

ChikenKannon
May 15th, 2008, 03:56 PM
Will do.

I don't really understand the basis for the multiplier of the points. TF2 already has a decent scoring system, and I don't get why the stat tracking changes the values. Is a demoman spamming his pipe (worth 2.00) really worth more points than being able to fool the enemy and stab them in the back (worth 1.50). Maybe it's because I'm biased because I play spy 80% of the time and I hate demomen, but some of these values seem way off.

Meh. I don't really care for stats aside from KPD or APD.

The pipe is much harder to use when you're not spamming it, on wider maps with more paths to take it's harder for Demos. And blah blah blah it varies from map to map server to server.

Just be glad we agreed it's harder to kill someone with a melee weapon (excluding the increased critchance which makes it a one-hit kill machine).

Gorbachev22
May 26th, 2008, 10:19 PM
I am leaning towards the latter half of this post. I'm sorry if it sounds demeaning, I'm not intending to come off that way. Just trying to show the rationalization behind the current settings.

It's all good and there is certainly no offence taken. I'll raise this again the next time that the points system receives a complete overhaul. To keep my morale up, maybe I'll try to throw a little more medic and demo into my playing mix :cool:

It's too bad that hlstats doesn't have better class information in those tables or else we could do some really basic regression analysis, which I suspect would confirm the poor treatment of heavies :|