Code: Select all
NodeIsolateBonusPct=20 (was 25)
VehicleHealScore=250
PowerCoreScore=10
PowerNodeScore=6 (was 8)
NodeHealBonusPct=50 (was 60)
Code: Select all
NodeIsolateBonusPct=20 (was 25)
VehicleHealScore=250
PowerCoreScore=10
PowerNodeScore=6 (was 8)
NodeHealBonusPct=50 (was 60)
You're getting a third of the visual information and nearly 3x delay of 250 FPS (not to mention 85 FPS on a 60Hz display will result in stuttering due to the mistiming).
The idea was that node building is key to ONS, not kills. There were a couple of goals with increasing node points, a. reward players who build nodes vs. just snipe b. make sure that when a person teams up and links, they get points for that team work. Right now 10-12 was yes way to high, it should be around 6-8. It has to be a bit higher, and if a single person links the whole node its one of the more valuable actions, especially during the beginning of the game. We can play with the range a bit, maybe its 5-7 or something.1. Too many points for linking nodes where it ends up hurting the the team (linking a locked node, fully linking a node instead of going to the next, linking a damaged built node instead going to the next, etc.)
True, but reducing the points above should reduce this skew considerably.2. The scores become lopsided once a team is being steamrolled, as building/destroying nodes becomes nearly impossible on the losing team, leading to point inflation on the winning team which skews the stats
Key vehicles should net you 5 pts, plus 1 for each player. (I don't think Ion has that designation) The problem with damage points is twofold, mino/levi spammers rack up points quite fast (lots of deaths plus damage points) which then skews the points (exactly like your point #2) while not necessarily helping team play. Damage points have been off for at least a year.3. You barely get anything for trying to destroy key vehicles like the mino, ion, levi,
etc., that are preventing your team from destroying or building nodes. If you die in the process and don't kill the vehicle, your effort was wasted because damage points only count if you kill the player with the vehicle (if your teammate steals the kill, you end up getting 0 points despite having done all the work, likewise if they jump out of the vehicle before it's destroyed)
Code: Select all
NodeIsolateBonusPct=100
VehicleHealScore=250
PowerCoreScore=10
PowerNodeScore=2
NodeHealBonusPct=150
Only 2 pts for destroying a node??? It used to be 5, and so did building nodes. Am I missing something?captainsnarf wrote: ↑Wed Aug 17, 2022 8:28 am Suggestion
2 points for destroying a node, 5 points for linking a node, 2 points for each node severed, no bonus points for linking a locked node (requires a code change). I admit I did link a locked node to get more pointsCode: Select all
NodeIsolateBonusPct=100 VehicleHealScore=250 PowerCoreScore=10 PowerNodeScore=2 NodeHealBonusPct=150
-1 point for taking a the mino from its spawn. If you can't make that up from killing nodes and players in the mino, you deserve the -1. (code change)
Interesting, can you change player score on driver enter?-1 point for taking a the mino from its spawn. If you can't make that up from killing nodes and players in the mino, you deserve the -1. (code change)
And linking a locked node that has very low health is quite useful... I've linked up tons of locked nodes so that when I'm en route to the next one, the locked node I just healed is less likely to get destroyed when it unlocks and before I can even get to the next one.
You can if you modify the vehicle This way when scrubs take the power vehicles and waste them, it reflects in their score.
You'd still get points, just not 'bonus' linking points. If node points are 2, then you'd get up to 2 points depending how low it was. This does require a code change. Currently you get bonus linking points for linking any node, locked or not.