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I thought we might have a discussion about what is referred to as the 'Threat and Worth' system since the topic has come up with the release of the new server side patch.

 

The Threat and Worth system is responsible for calculating and determining how most of your points on the battlefield are earned.

 

Here is a brief explination that will give you a basic idea of the system:

(Stolen from a post by [RDEV] dbzao)

 

Different types of vehicles (and now kits) give you more or less points. It's the vehicle/kit worth. But also players have different threat levels. One very experienced player can be a threat to you, but a new guy with a 0/8 K/D ratio is not as much. If you kill another player that is doing better than you in points/kills/deaths, you will get bonuses.

 

Another change is that if you destroy an enemy empty vehicle, you will receive the vehicle worth in points (tanks worth 40 points for example). If there are players inside, it adds the threat and the worth of each player in relation to you as well.

 

This also includes the new commander assets like bunkers, firebases and command posts. Destroying these can give you good amount of points.

 

If you kill a tank with another tank, you wont get too many threat points, because you are equal to him. But if you are an engineer, with a worth of zero, you will get a big bonus destroying a tank with a mine or C4. Tanks killing infantry wont get much threat points, unless the kit is an AT kit that is a threat to him.

 

Bear in mind that teamkilling vehicles, even empty ones, will give you big negative scores. Destroying a friendly tank will give you -40 points plus the team vehicle damage and team vehicle destroyed negative points. Most servers could get you kicked for that (I recommend servers update the negative score kick to a lower number, -60, -100 or something).

 

Losing worthy vehicles will also give you negative points. You have to be careful with your worthy assets like heavy vehicles or even important kits like HAT, sniper, officer, etc.

 

By the end of the round, the higher the K/D ratio, you get a bigger bonus for staying alive.

 

Of course this is being constantly tweaked and values are not publically available for what an exact threat is actually worth.

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So because we are currently running unranked the threat multiplier for individual players is null & void, as we are all pee wee privates

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  • Author

No, it applies on a round by round basis.

The threat and worth system is not tied to rankings as far as I am aware.

 

What he's trying to get at is a new player is generally not much of a threat as they will have a low K: D ratio, while a more experienced player may have a higher K: D ratio (depending on what they are doing) and is therefore more of a threat to the enemy. Taking down that threat will give you extra points or 'bonuses' - provided you are not a huge threat yourself - ie taking down that experienced player who may only be on foot with a regular kit and you are in a tank - he is not a threat to you so you wont get extra points, but if you are also on foot, he IS a threat to you plus he has been doing well (high K: D r, may have a limited kit,etc) so he is an even bigger threat to you than an average foot troop with a 'medium' or low K: Dr. Take him down and you get more points than shooting a 'regular'/'average' or new player.

 

Does that make sense?

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makes sense to me Jim

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I dont take it seriously at all, though... like my -2,400 the other night LOL

 

I admit there's satisfaction in getting a great score, or being SL for the best squad etc, but if you're doing your job in the squad you often don't get a good score, so therefore I don't see why we, as a community, should care about it. It should be more about being a good squaddie, commander and/or SL than anything else.

Ah ok current game only equation ok..

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  • Author

The scoring system is not what it used to be- its alot more focused on teamwork points now rather than 'kills' as such.

Part of the reason we see such collosal scores in PR compared to vanilla is due to the allocation of points for 'team' orientated work - reviving, healing, driving, commanding, repairing, rearming, etc, etc.

Remember, we arent talking about ranks here. Ranks are cumulative for time spent on a server. We are talking about individual rounds.

 

However, as funny as this might sound, Im not trying to focus on the points, Im trying to dig into the inner workings of one part of PR, so we all can gain an understanding of it.

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Yeah its interesting with no rankings, must confuse a few of the newies..

I'm all for no rankings, then my nephew KllrKirk wont be able to brag :p

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  • Author

Sorry for putting this up in parts, but Im trying to organise lunch and my daughter :p

 

 

Threat and Worth - some examples:

 

A tank is cruising through the Hills of Hamyong (are we laughing yet?) when he comes across a troop on foot:-

 

Outcome 1): The tank shoots and kills the troop.

A) If the troop was carrying an ordinary kit he was no threat to the tank at all - tank obtains kill point/s only.

B)If the troop was carrying a HAT kit he was then a threat to the tank - tank obtains kill point/s PLUS bonuses for taking out the threat. However the troop even with a HAT kit is still not a huge threat to the tank, so bonuses will not be too great in value.

 

Outcome 2): The troop has a HAT kit, has it loaded, lined up and ready to fire when the tank first spots him. The tank is single crewed and has to change to the turret position but incurs time penalty before he can activate and use the turret. Troop fires off HAT, reloads and fires off second HAT, destroying the tank before the tanker can get the turret online/operational. In this case, the foot troop was only a small threat to the tank (HAT kit) but the tank was a huge threat to the foot troop. Troop scores kill point/s, plus a big bonus for bringing down the tank - a big threat as well as an asset worth.

 

Outcome 3): The foot troop is an engineer. The tank is single crewed. The tanker switches and waits for the turret to come online/operational. The foot troop runs around the back and throws down a mine behind the tank. The tanker realises the troop is running and jumps back into the driver position to chase him down, reverses and blows up on the mine.

Huge score to the troop. Kill point/s, and huge points for taking out the threat. The soldier was not on an equal footing with the tank, and at a huge disadvantage yet still destroyed it.

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  • Author

In outcome 1 the tank is a little more of a threat, as it now has another kill under its belt.

Destroying this tank would now give a little extra bonus being that the tanker has made a kill, as opposed to being destroyed before he could kill anyone.

 

In outcomes 2 & 3 - if you came across and killed this soldier you would gain a bonus as this soldier is a threat - he has taken out a tank on foot and therefore greater skill would probably be necessary to kill this soldier as he obviously knows what he is doing.

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What about Option 4): tank tries in vain to run over said infantryman, resulting in becoming stuck in a pillbox. Tank explodes. Tank driver disconnects from server.

 

But what are the actual points like? +10 for the engi killing the tank? Or is it more like +2?

 

What are the points for repairing/reviving now? How does this compare to shooting an average infantryman?

Edited by McCloud

I admit there's satisfaction in getting a great score, or being SL for the best squad etc, but if you're doing your job in the squad you often don't get a good score, so therefore I don't see why we, as a community, should care about it. It should be more about being a good squaddie, commander and/or SL than anything else.

 

Usually if you're doing a good job as SL now you will have the highest score in your squad. You no longer have to hang back as a spawn point and placing bunkers/AA + defending as a SL now you get a tonne of points.

  • Author

That right Daveee, and as an SL, you get get points if your squaddies are doing well too.

 

Wok, I can't tell you what the actual point allocations are, as that hasnt been, nor are they likely to release that info to the public.

But yes that is the point im trying to make, teamwork (reviving, healing, etc) gives more points than killing an average trooper.

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Seems kinda pointless to me unless you really worry about your score that much. A sniper could have 1-0 deaths but that doesn't mean he's not a huge threat. Same goes for any infantry classes, i remember some matches I've gone through with only getting into 1 or 2 engagements in the whole round.

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yeaaa booooy.

i no you can get lots of point from blowing up command assets

one round i blew 3 bunkers 1 halfbult and two command posts and an AA gun

had the most points in my team

idiots are hardcoded

I think this is a pretty good thing, especially the minus scoring, i reckon it's gonna encourage teamwork alot more and sift out the 'lone wolves'.

 

Although the downside is if you and you're sqaud uses a fast mover to get somewhere, then ditch it somewhere to head in on foot, a good tactic sometimes is too destroy said vehicle so it'l respawn an the next lot of folks can get it. Some people wont be encouraged to do this because of the effect it'l have on thier score, and then we'll have empty vehicles all over the map...Or maybe i'm completely wrong? hmmmm :)

[sIGPIC][/sIGPIC]

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I think this is a pretty good thing, especially the minus scoring, i reckon it's gonna encourage teamwork alot more and sift out the 'lone wolves'.

 

Although the downside is if you and you're sqaud uses a fast mover to get somewhere, then ditch it somewhere to head in on foot, a good tactic sometimes is too destroy said vehicle so it'l respawn an the next lot of folks can get it. Some people wont be encouraged to do this because of the effect it'l have on thier score, and then we'll have empty vehicles all over the map...Or maybe i'm completely wrong? hmmmm :)

 

great idea but im not going to waste c4 unless i no there is some ammo somewhere

idiots are hardcoded
Well there should be a rifleman with ammo in ANY squad at all times really.

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Yeah its interesting with no rankings, must confuse a few of the newies..

I'm all for no rankings, then my nephew KllrKirk wont be able to brag :p

 

 

Brag? moi? I think its a great scoring system...cause my K:D ratio is always 1:1.....so most people are worth more poinbts to kill than i:) hehehe

 

Im only no.1 cause of my stratagy (tounge in cheek..lol)....that and the hours i put in:(

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I think this is a pretty good thing, especially the minus scoring, i reckon it's gonna encourage teamwork alot more and sift out the 'lone wolves'.

 

Although the downside is if you and you're sqaud uses a fast mover to get somewhere, then ditch it somewhere to head in on foot, a good tactic sometimes is too destroy said vehicle so it'l respawn an the next lot of folks can get it. Some people wont be encouraged to do this because of the effect it'l have on thier score, and then we'll have empty vehicles all over the map...Or maybe i'm completely wrong? hmmmm :)

 

fast movers is a synchronym for a jet mate .:animal_rooster:

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Seems kinda pointless to me unless you really worry about your score that much. A sniper could have 1-0 deaths but that doesn't mean he's not a huge threat. Same goes for any infantry classes, i remember some matches I've gone through with only getting into 1 or 2 engagements in the whole round.

 

Limited kits carry a higher threat value, so if you killed a regular rifleman with 1 kill 0 deaths you would get less kills than if you killed a sniper with 1 kills 0 deaths.

 

I think this is a pretty good thing, especially the minus scoring, i reckon it's gonna encourage teamwork alot more and sift out the 'lone wolves'.

 

Although the downside is if you and you're sqaud uses a fast mover to get somewhere, then ditch it somewhere to head in on foot, a good tactic sometimes is too destroy said vehicle so it'l respawn an the next lot of folks can get it. Some people wont be encouraged to do this because of the effect it'l have on thier score, and then we'll have empty vehicles all over the map...Or maybe i'm completely wrong? hmmmm :)

 

You should keep the vehicle with you at all times, don't destroy it (some vehicles have massive respawn timers such as tanks). Keep using it to your advantage until you can take it no further (such as if you can't get it past certain terrain).

Edited by cm.

Well there should be a rifleman with ammo in ANY squad at all times really.

or an auto riflemen

idiots are hardcoded

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