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How To: Rack Up Points 
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Joined: Sun Sep 27, 2009 9:23 pm
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Post How To: Rack Up Points
Johnny asked me the other night, and it's a little hard to answer that in a brief manner. Basic point breakdown:

+50 for enemy kill
+10 for kill assist, +30 for a critical kill assist (do most of the damage but don't finish the job)
+50 additional points for double kill.
+10 additional points for headshot (not sniper)
+50 additional points to your kill if you kill someone attacking a team mate (savior bonus)
+50 additional points for killing the guy that just killed a teammate (avenger bonus)
+100 for taking out objective
+80 points for capturing a flag
+50 points for a flag capture assist
+20 points for Spot Assist
+30 points for severe vehicle damage
+30 points for turret destruction
+100 points for vehicle destruction
+50 points for vehicle destroy assist

Main thing for boosting points, stick with your squad. Squad adds bonuses to all of your point earnings, in addition to some various squad bonus related pins.

+30 additional for enemy kill in order radius (objective kill/defensive kill) - make sure you're setting orders, default is 'q' while cursor is hovering over an objective
+10 additional points for squad kill assist (wound a guy and a squaddie finishes, so +20 or +40)
+30 additional points for squad order capture


Assault:
+10 points per tick with resupply
+10 additional points for resupply in radius
+10 additional points for resupply squad mate
- Note: Moderate to long range, moderate power assault rifles with added grenade launcher (or C4 if you use a shotgun), makes this class best for assaulting objectives and sustaining a decent K:D, and their score relies on that. Also the only infantry class to get smoke, key for breaking spotting.

Engineer:
+20 points per tick with repair or disrepair
+20 additional points per tick for squad vehicle repair
- Note: Light weapons, but has tank repair and anti-armor secondaries. Makes the engineer a high priority target, but can still get a lot of points while staying well behind the front lines. Makes for a decent stealth class too with the close range advantage.

Medic:
+10 points per tick for healing
+10 additional points for heals in objective radius
+10 additional points for squad heals
+50 points for revive
+10 additional points for revive in objective radius
+? additional points for squad revive
- Note: LMG's are more accurate from sustained fire. Dig in, drop your kits, and then light up everything you see. Medic is the healer and the squad automatic weapons guy. Heal and Suppress. People in need of revive or heal are marked on the minimap.

Recon:
+30 additional point per kill for headshot (marksman bonus)
+20 assist points for enemy killed within range of your sensors
+20 additional points for enemy killed in sensor range by squad mate
- Note: added camo, stronger weapons, better unit detection, and the later game demo/mortar abilities make this the class that gets the most points from K:D on top of raking mad points from the spotter bonuses.

Vehicle:
+10 passenger assist for every kill made by someone else in the vehicle (a tank in a good defensive position fully manned with a repair team racks up mad points).
+? additional points for squad passenger assist


Plus the numerous pins and badges. Still a WiP, values subject to change.

The big thing is to pick a role and stick with it. You get pins for doing a certain number of actions a certain number of times (i.e. repair efficiency for 7 repairs in a match), and those pins are all at least 100 points each. I usually get 2 or 3 repair pins in a round, so if you count 3x7repairsx20points/repair+3x100points, that comes out to 720 points. Play your role consistently and play it well, and you'll get rewarded for it. Do so while working with your squad, and you'll receive hefty bonuses for it. Squads with highest scores get best squad pin rewards, and those are pretty nice.

[removed by edit]

It really is good game design, players fall into their respective roles naturally. Still one too many snipers (and you guys aren't any exception, are you? ;) ), but it should even out as people learn the game.

In regards to unlocks:

You have a primary level unlock, and you have unlocks for each of the 5 classes (pilot/driver is considered a class). As you use a class, you get points towards your overall unlock and towards your specific class. The weapons seem to be pretty balanced, so it's more about having alternate options that you can change up as necessary. The starters are more or less garbage though... you're supposed to master the trash before you move up. Once you learn how to kill with the starter, you can play any gun in that class in the game like you were born with it (you're then just choosing which one best suits your fancy). A good method I think, but it might be frustrating to those of us used to the easy kills in MW2. ;) :-D You should be sporting a couple different weapon options within a specific class before you even hit rank 1. When you do hit rank 1, you get the first shotgun, so that's a definite second option for every class.

In addition to weapons and gear, you have specializations (kinda like perks, but smarter). These just further modify your class setup to gear towards a specific role. You can change any of your equipment at the squad spawn screen (just like any BF game), so you can redefine your role as necessary for the changing conflict. It's actually a really well though out system, one that Whata shouldn't even be able to complain about. :lol:

This game is a little bit dumbed down from BF2/BF2142, but it does so while adding in a ton of enhancements. I'd say it's an overall improvement in design, and so far I'm quite happy with it.

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Last edited by =A82A=CaptThad on Sat Mar 06, 2010 5:08 am, edited 21 times in total.



Wed Feb 03, 2010 7:08 pm
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Post Re: How To: Rack Up Points
=A82A=CaptThad wrote:
I thought it was a nice touch that the scoreboard doesn't show K:D, just shows score. Means players are actually getting ranked by doing their job and supporting the team rather than playing for kills and all else be damned (you can mention CoD here, but DoD just as easily falls into that).

That does sound pretty cool. Has any other multiplayer FPS done that?

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Wed Feb 03, 2010 9:34 pm
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Post Re: How To: Rack Up Points
BF1943 only tracks kills and score, and there is something in my head that's not coming out that tracked score and deaths (lumping kills/assists into your score points). MAG and BF2142 both do typical score/kill/death/assist. I can't think of anything else off the top of my head that tracks score alone.

EDIT: the unnamed game might be Shattered Horizons.

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Wed Feb 03, 2010 10:13 pm
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Post Re: How To: Rack Up Points
List updated.

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Mon Feb 08, 2010 7:32 pm
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Post Re: How To: Rack Up Points
Updated, still some stuff I need to check out though. Also, they added K:D, I guess enough people whined about it during beta. It's still pretty minor towards your score though if you make full use of your abilities.


This is just about everything you need to know to get started:



heh The dialogue is great. From the console versions, you'll notice the interface is a bit different. Instead of back/select, you're hitting Q (unless you change it). Q does everything. Need ammo? See a tank? Need to be revived? Hit Q. He also tells you a little about the minimap indicators you should be paying attention to, especially if you're a medic.

They only talk about the squad rush game type though. I'm still looking for a definite listing of the game rules that I can post. Conquest has capture points, and both teams are whittling away at the other teams tickets. Basically a domination type with team DM "last man standing" rules. Having more flags than the opposing team speeds up their ticket loss, but I'm not quite sure how it's factored in. I thought it was a steady ticket degen (the standard BF conquest mode), but I didn't notice it while playing... it might just be a degen up to a certain number of points. Maybe when that annoying alarm starts going off?

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Last edited by =A82A=CaptThad on Sat Mar 06, 2010 5:11 am, edited 1 time in total.



Wed Mar 03, 2010 6:40 pm
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Post Re: How To: Rack Up Points
I love the guys commentary!!

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Wed Mar 03, 2010 7:30 pm
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Post Re: How To: Rack Up Points
Good Stuff!

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Tue Mar 16, 2010 1:13 pm
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Post Re: How To: Rack Up Points
Since I'm tossing all that info out in the other thread, here's some good stuff to know for kit building and general gameplay:

The .50 cal sniper can do light damage to armored vehicles, making it the only gun that can.

Using the electronics warfare package in a tank reveals C4 and mines. Quicker reload perk on vehicles reduces reload time by 15%. Warhead package increases damage by 1.25x. Armor package increases damage taken by 0.75x (or a 25% reduction). Smoke launcher fires smoke, and has a 20sec cooldown.

Mortars fire 8 rounds each doing 200 damage in a 1m impact radius and tapering down to no damage at 6m. Cooldown is 1 minute.

Spotting "overheats" if used 5 times in rapid succession, and you can use it once every 2 seconds without it overheating.

All bullets in the game travel at the same speed, but the tracer is slower than the bullet. So it'll show where it was heading, but not when it hit.

The enhanced health kit radius perk double the heal radius to 7m, and the enhance heal rate increases it by 1.5x (so from 10 health/s to 15 health/s). Each kit can distribute up to 200 health. The ammo kits can resupply once ever 1.5 seconds, and do so up to 10 resupplies. Recharge time on the defib is 3 seconds.

Magnum ammo multiplies damage by 1.25, and armor multiplies health by 1.25. So a gun with 20 dmg at ideal range will instead do 25 dmg, and a solider in easy with armor will have 62.5 health instead of 50. The explosive perk increases explosive damage by 1.25x as well... so the AT4 with a direct side/rear hit and that perk equipped can do 1050 dmg to a tank. Not lethal, but pretty devastating.

Tracer darts stick for 45 seconds, motion mines remain for 20 seconds. Motion mines have a 20m detection radius.

Light weight kit increases sprint by 1.1x. Extra ammo increases supply by 1.75x, while the grenades and rockets increase it by 2x.

The weapon stabilization perks for assault/lmg/smg reduce spread by 25%, making the weapons more accurate before accounting recoil. The effect here is best felt with LMG's, since their spread is double that of the other weapons. It's made up for by spread being reduced under extended fire, but that doesn't help to much with just a few shots. The enhanced sniper scope increases base zoom distance by 1.67x.

Shotgun slug trades out the minor damage but heavy multiplier from buckshot for a heavy hitting high damage slug. Lower potential damage and fire spread than buckshot for more reliable damage at a longer range.


Think that covers most of the perks, aside from the enhanced spotter. That's one of the bugged items that's getting fixed with the next patch.

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Sat May 08, 2010 6:24 pm
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