Balancing Teams

Discussion in 'Team Fortress 2' started by XOo, 17 Sep 2008.

  1. eoN

    Re: Balancing Teams

    hahahaha :lol:
     
  2. Re: Balancing Teams

    I think the scoring system favors KILLS a bit too much. There are things that a player can do that helps the team, but doesn´t show on the scoreboard, like rushing a medic who has an uber ready, thus forcing the medic to use the uber prematurely (we pyros love to do this;)) I wonder how the scoreboard would look like if you got points for inflicting damage, not just kills and assists.

    KpD doesn´t tell the whole truth. What class you mostly play has a big effect on your KpD. For example, I love the pyro, and my playstyle is, well, not exactly passive, lol. And yet, I´m #14 in total kills. Then again, a heavy easily reaches a high KpD (especially if regularly accompanied by a medic, which they usually are).
     
  3. eoN

    Re: Balancing Teams

    To sum up KpD is class specific and not just medic compared with other classes, scouts on average (good ones) have a kpd of like 1.5, pyros 1.5, heavys 2-3, snipers 2-4, medics 0.5, soldiers 2, demos 2, spys 1.5-2, engi 2, scouts 2.

    This is a VERY rough idea in my opinion :P
     

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