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06-08-2009, 07:02 AM
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#31 (permalink)
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Join Date: Mar 2008
Location: Finland
Posts: 918
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Re: Killmongering
I say that K/D is no matter of teamwork, its about skill, how much you want it and how much you play armor. On some maps squad staying back scoreing 10 death no kills for all SMs is totally sweetness and can save the game for you, but question is are you trying high K/D more than working for your team?
Skill shows in that, when a person can push and still score K/D of what most of us couldn't even when trying really bad. Also people with high K/D are always good in armor aswell, its fact that you can't score awesome amount of kills without dying much as infantry. And finally: More you pay attention to your K/D the better it will be, doesn't matter if they've all been revived of if they've been from frags to toll when attacking with PAC, if you wouldn't care about it, would you work in a different way. I care about it, and thats why I don't rush in as a first person to die, but if our team pushes, I push with them, in this way we will have less death and more kills instead of that stuff being work of one squad!
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06-08-2009, 08:37 AM
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#32 (permalink)
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Join Date: Jan 2007
Age: 32
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Re: Killmongering
Quote:
Originally Posted by Zhohar
It's a way of playing: doing things only that benefit your score or KD.
While doing so, you may pulll revives, cap flags, or help the team but this is only the end goal of padding your score. If breakthrough occurs, a lonewolfer won't spawn on a back flag, though that would be beneficial in slowing or stopping the enemy, because it's a high-risk situation with little reward to his score. The lonewolfer stays where he is, kills people around him, and then falls back with the rest of the masses so that he can have a pubbie meatshield buffer ahead of him.
At the same time, the lonewolfer may revive a squad leader (or five) if he feels the risk is sufficiently low because it'll benefit his score.
This is obviously parasitic gameplay, and the only objective it achieves is a high KD. But it is the optimum way to acquire a high KD. Not the only, but the optimum.
Feels like I'm repeating myself here.
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Maybe because you keep making a single invalid statement over and over again? It is possible to play very similar to the way that you're talking about in a very teamwork and victory oriented fashion. You're just ascribing intent to actions that doesn't have to be there.
I take my squad of medics. We avoid the heavily defended places, and try to work around the edges of combat with the intent of killing lots of people without dying. We put rockets and grenades on dead bodies to both kill more people and make sure the ones we do kill stay dead. Meanwhile we revive, we catch enemy leakers and just generally get a ton of killing done without much dying.
But we're not doing it because we're selfish bastards and we're striving for a high k/d ratio in order to look good. We're doing it because it is an extremely efficient way to accomplish our end goal - victory. Point being, you're describing ONE way to get a high k/d ratio. But the intent you're putting there isn't the ONLY way to go about. And frankly, I'd argue that it isn't even the best.
While I can pull off a 25-40 kills with 0-3 or 4 deaths round running solo, it's not a perfectly consistent thing. Playing with a squad of good infantry people, I can do a similar thing round after round after round. Playing a sneaky, reap tickets off the side style of play with a squad that revives is just devastating to the other team, and extremely beneficial to our chances of winning.
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06-08-2009, 08:53 AM
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#33 (permalink)
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Join Date: Apr 2008
Location: London
Age: 28
Posts: 1,859
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Re: Killmongering
Quote:
Originally Posted by Mercenary90
A few further questions to throw more nitroglycerine into the fire:
Does a squad focused purely on kill-mongering help a team more than a squad focused purely on aggressive flag-capping? For example, does a kill-focused squad aid two flag-capping squads?
Is there a "best" way to balance a high K/D with teamwork? Can this be described in words?
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If your bleeding, then killing will have to be a lot better than your opponent. For sure if you are killing lots and other squads are capping flags, your team is in a good position. I've seen most of the battle taking place between playground and comm on belgrade, while 1 squad goes and caps all their back flags and statue, and now all they have is comm.. If you losing the fight, go to another area, and cap a flag, and try your killing from there.
It's funny that Zhohar says if you need reviving, you've made a mistake. But then I've revived Zhohar before while he drags us to a back flag, and reviving his 'mistake' turned out that we capped their back flag, and gave us an advantage. So was his run a mistake? We didn't really lose his ticket, although most of his squad may have lost a ticket or 2 keeping him up.. Would we be better off staying back and fighting? Who knows. On Berlin, capping the back flag means they have no APC or walker, which is a huge bonus! Then the killmongering can begin!
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06-08-2009, 09:07 AM
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#34 (permalink)
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Join Date: Apr 2007
Location: Norway
Age: 33
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Re: Killmongering
I would say:
- experience and established tactics on the maps.
- battlefield awareness. What everyone else has said.
- twitch helps and offcourse knowing which weapons/tools to use, how and where
- know your opponents and their usual tactics or style of play
- Use all of the above and apply your own tactics to work on your K/D or whatever you want to do.
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06-08-2009, 10:29 AM
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#35 (permalink)
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Join Date: Apr 2009
Posts: 43
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Re: Killmongering
That grenade launcher on the APC helps a lot too.
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06-08-2009, 10:44 AM
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#36 (permalink)
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Join Date: Mar 2008
Location: Ave Maria, FL
Age: 20
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Re: Killmongering
Calling that devastating mortar a grenade launcher is like calling an M16 a musket.
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06-08-2009, 10:44 AM
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#37 (permalink)
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Join Date: Jan 2007
Age: 32
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Re: Killmongering
Quote:
Originally Posted by N.B. Forrest
That grenade launcher on the APC helps a lot too.
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Sure. But it isn't necessary. Vehicle whoring is the low-to-no-skill way to pump up your K/D ratio. I've got a 4.3ish K/D ratio, with less than 2 hours and 200 kills logged in the APC. Around 830 of the 7425 kills I've got with this soldier are from being in vehicles.
The rest are just pure infantry gruntwork.
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06-08-2009, 10:53 AM
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#38 (permalink)
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OFP Officer
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Re: Killmongering
redirecting the discussion... focusing purely on how some of you guys are getting gaudy kill numbers: What would you guestimate the breakdown of kills on a per-weapon basis? (i.e. what % of kills are from nades/rockets/rifle/other). I realize this varies wildly per map/round/flag, but... take camp G or carebear for example.
2) Has anyone taken the time to figure out the bleed rate in tickets? I know it's a complicated equation because different flags are weighted differently, but... can we get a rough average for when you're down 1 or down 2 flags? How many tickets are we talking about per minute here? 1? 10? 100? (I figured this out for PoE2, but don't have 2142 on this PC)
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06-08-2009, 11:12 AM
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#39 (permalink)
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Join Date: Mar 2008
Location: Finland
Posts: 918
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Re: Killmongering
Quote:
Originally Posted by WhiskeySix
redirecting the discussion... focusing purely on how some of you guys are getting gaudy kill numbers: What would you guestimate the breakdown of kills on a per-weapon basis? (i.e. what % of kills are from nades/rockets/rifle/other). I realize this varies wildly per map/round/flag, but... take camp G or carebear for example.
2) Has anyone taken the time to figure out the bleed rate in tickets? I know it's a complicated equation because different flags are weighted differently, but... can we get a rough average for when you're down 1 or down 2 flags? How many tickets are we talking about per minute here? 1? 10? 100? (I figured this out for PoE2, but don't have 2142 on this PC)
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I think it was somewhere that standard bleed is 1 ticket per every 5 seconds (which seems pretty short so its probably higher) making the ticket bleed per minute 12. So in game round where attacking never loses bleed they would lose 200 tickets in about 16minutes if they wouldn't die once.
To beat the normal bleed with ''dead bleed'' they'd need to kill those 12 guys per minute left non-revived (meaning for the whole team not one person). In these terms it would be fair to say that bleed doesn't count, but fact again is that either the attacking team is really kick-butt one (and don't want to take bleed off) or they have developed Crux's tactic to the max.
I think fastest possible bleed is 1 per every 3 or 2 seconds, meaning control of all flags on douple attack map (or what ever its called) such a Belgrade, makes short work of your foe!
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06-08-2009, 11:26 AM
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#40 (permalink)
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Join Date: Jan 2007
Age: 32
Posts: 3,435
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Re: Killmongering
Quote:
Originally Posted by WhiskeySix
redirecting the discussion... focusing purely on how some of you guys are getting gaudy kill numbers: What would you guestimate the breakdown of kills on a per-weapon basis? (i.e. what % of kills are from nades/rockets/rifle/other). I realize this varies wildly per map/round/flag, but... take camp G or carebear for example.
2) Has anyone taken the time to figure out the bleed rate in tickets? I know it's a complicated equation because different flags are weighted differently, but... can we get a rough average for when you're down 1 or down 2 flags? How many tickets are we talking about per minute here? 1? 10? 100? (I figured this out for PoE2, but don't have 2142 on this PC)
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Honestly this really depends a lot on the day, and the mood I am in. I really wish that the end of round stats would separate the assault rifle you use from rocket kills. Getting to the end and seeing '32 kills with Krylov'... and knowing that a sold % of those are rocket kills is tough.
But if we take a non-standoff map like Belgrade, I'd guess rocket kills are between 30 and 50% of my kill total on the average round. In fact, on a balanced non-standoff map, I'd break it down as follows:
Assault Rifle: 40%
Rockets: 40%
Grenades: 20%
If I'm in a very CQB mood, the assault rifle kills will go up more to the range of 60-70%. Also depends on the squad I'm running. If we have a support handy, I will throw more frags and use rockets more. If there isn't re-supply to be had, then I'll save them for necessity.
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06-08-2009, 09:05 PM
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#41 (permalink)
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Join Date: Jul 2007
Location: Vancouver, west coast of Canada
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Re: Killmongering
Quote:
Originally Posted by Crux
Point being, you're describing ONE way to get a high k/d ratio. But the intent you're putting there isn't the ONLY way to go about. And frankly, I'd argue that it isn't even the best.
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You could argue that either way, but you can't disregard facts: if your mental focus is being shared among teamwork objectives and staying alive, the latter will suffer when compared to whole focus on staying alive.
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06-08-2009, 10:46 PM
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#42 (permalink)
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Join Date: Oct 2008
Location: Huntsville, Ontario
Age: 20
Posts: 66
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Re: Killmongering
If you want to get good at killing, work on your rhythm and timing. Reflexes are necessary but if you time it right you'll blindside your mark 80% of the time. Different kits use different tactics, even weapons use different tactics, so find the rhythm cauz its different with each. When you've got an assault rifle, try to engage your mark at about 20m (8m is getting a little close for comfort while your normal accuracy will go down beyond 30m) with short bursts, and drop to a knee if you can before the enemy spots you and starts firing. Shotguns and sniper rifles are similar in that it only takes one shot if you're doing it right -- but you gotta pick your time very carefully; shotguns can fire again, but they're most effective under 15m on a blindside, where sniper rifles are (arguably) best at 40+m -- pick your time carefully when you shoot, I know its obvious but aim for the head (also if you're a keller user, even a body shot will drop most ppl since it takes them down by at least 85). With the Machine guns, its best to sit and wait in cover for your enemy though the LMG's can pack a punch suddenly if you get good with them. LMG's are best under 30m, HMG is better over 30m. If you're an engineer, your SMG is best under 15m and you should use the default rockets where there's little cover or chance to ambush but the Pilum when you can ambush the enemy armor.
Also, turn up the audio. If you have a good headset and the volume at a decent level, you can hear enemy's approaching, its just as good as and IDS for close range encounters not to mention you can hear most vehicles in a greater radius than the PDS gives you, just keep you're ears listening. Keep a low profile unless you are going to kill your target -- if the conditions aren't in your favour then don't draw attention to yourself by firing at the enemy, defend yourself if necessary but don't pick difficult battles.
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06-08-2009, 10:50 PM
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#43 (permalink)
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OFP Officer
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Re: Killmongering
good stuff ^^^
what about cross-hairs versus "iron sights"? when do you [not] need to right-click before shooting?
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06-08-2009, 10:53 PM
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#44 (permalink)
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Join Date: Jan 2009
Location: London, UK
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Re: Killmongering
Quote:
Originally Posted by Crux
Sure. But it isn't necessary. Vehicle whoring is the low-to-no-skill way to pump up your K/D ratio. I've got a 4.3ish K/D ratio, with less than 2 hours and 200 kills logged in the APC. Around 830 of the 7425 kills I've got with this soldier are from being in vehicles.
The rest are just pure infantry gruntwork.
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A few things here. Crux - you are exceptional at infantry killing and your kdr for weapons reflects this, I believe it is 2.3 or so (this stat accounts for all times you were killed by infantry weapons - revived or not ). I think it is fair to say that very few players on TG will have a number near this, and nor are they going to be able to no matter how much they try although by following the various pieces of advice floating around these forums we can all certainly improve! The fact your kdr is 4.3ish, and you have spent very little time in vehicles relative to your 'pure infantry gruntwork', also reflects that you are revived a hell of a lot. Whilst yes you can sometimes run a very high kdr solo, as you admit this would be hard to keep up consistently, and much of your success no doubt comes because of your squadmates reviving you. Not everyone has access to excellent squad members. Yes you may argue that when you die you make sure you are in a position where you can be revived easily, but in terms of skill levels, the average Crux squad exceeds other squads, and this means your squad is the most likely to have the last man standing after a hectic firefight to get those revives in on those who fell.
Okay so my point - not everyone is going to be able to achieve a kdr as high as you, or get anywhere near it, and this is for various reasons - skill of player, skill of squad members, tactical+situational awareness etc. We can improve, well, we can try, but 4.3 is going to be pretty tough to get anywhere near to without the resources that you have and play with.
'Vehicle whoring is the low-to-no-skill way to pump up your K/D ratio.' - "vehicle whoring" in the hands of skilled players wins games. I have seen players, lyra, reaper, quade, hellharry, kelvin, dominate matches with a single piece of armour. Whilst this topic is primarily concerned with 'how to pump your K/D ratio', there are plenty of inexperienced vehicle users who would get destroyed constantly by trying to use vehicles. I do not see the use of vehicles when you run a high K/D ratio as 'low-to-no-skill', as you need a high amount of skill, awareness and experience to navigate your way around maps whilst successfully running high K/Ds.
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06-08-2009, 11:05 PM
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#45 (permalink)
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Join Date: Oct 2008
Location: Huntsville, Ontario
Age: 20
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Re: Killmongering
Do you mean the zoom or the sights on the MG's? The zoom is like crouching, its a preparation that makes you deadlier... But avoid it if you are engaging multiple contacts that are 20m or closer. If you get really good with your gun you can pop in and out of the zoom, but that takes a lot of skill to do effectively since the time it takes you to zoom is time you're not shooting. If you zoom you can boost your effective range on most weapons by another 10-20m (much more for a sniper, but snipers should always be using zoom xD). Learning how to use the zoom and when to use it will make you much more proficient at blindsiding your enemy as you can do so effectively from a greater distance. If you use the zoom because your enemy is far away, dropping to a crouch is also a great idea, since it also helps your accuracy; again fire in bursts, 1-3 bullets for Assault Rifles, or 5 bullet bursts for MG's (alternatively you can fire until your reticules are at their most accurate then manually fire one bullet at a time to keep your heat down but accuracy up -- this is VERY effective with the Ganz but it takes a few times to get used to it). Only zoom if you are the one doing the blindsiding -- if they've already got the drop on you then you can't waste any time in putting them in the ground or else you'll be dead. Zoom takes about 1.5/2 seconds so use it if you have the time.
If you meant the iron sights on the Ganz or other MG's.. then I really only like those when I'm emp'd. I'll use them if I have to, but the crosshairs you get from normal stance and the zoom on most weapons are better -- they give you a visual representation of how much recoil you're building up (ie how much you're accuracy is going down).
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Last edited by Cavall; 06-08-2009 at 11:09 PM.
Reason: Extra clarification
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