I’m tired of properly playing those game modes and being punished for it. I play slow and get my kills and I die almost never but I get punished for that in the scoreboard because some idiot who died like 8 times, got 6 kills, and more damage than me has more impact points and therefore I’m losing more trophies even though I contributed more towards the win. If you have a negative K/D in those modes you’re contributing to a loss and should not be rewarded for that just because your numbers are higher than mine. Really frustrating.
#Deaths should count as negative impact points in tdm and last robot standing.
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In Last Robot Standing, you should get a bonus impact at the end of the game (10-15 or something like that) for each robot you have left.
TDM could give everyone 50 impact at the beginning of the game, and you lose 10 for each death, capping at 5 for 50. So if you die less than 5 times, you get a bonus. Game ends at 30 kills. 6 players, 5 kills. If your team gets wiped but you didn't die 5 times, you get a bonus.
deaths should matter, but i dont want to see this implemented in a way that furthers the camping meta. i think maps should be focused around objectives to incentivize leaving the spawn, and once that is solved adding penalty/rewards for death count makes a lot of sense
Get rid of the spawn immunity problem solved
It's a fine line to walk. You should get rewarded for staying alive but you don't want to promote sitting in your spawn.
But rushing forward, doing damage and dying quick giving yourself the highest score while causing your team to lose shouldnt be rewarded either.
Be aggressive, not reckless.
Rushing in and doing the most damage of the team = losing. Even if they botted out early and still have the highest damage....which wasn't made up for by the longer surviving member playing it safe, they had more time to catch up to that damage and didn't. You're now the one holding your team back. Now, if you can stay alive and still do as much damage as the guy that rushed in, sure, you should be rewarded.
yeah ive said this would certainly help before, i think part of that is due to the amount of impact aggressive builds are able to achieve comparatively to sniper builds in most matches. i just worry that removing spawn protection, then giving them a dif reason to sit back in spawn could do little to improve the situation