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Thread: HLStatsX Points Modifier?

  1. Registered TeamPlayer RudyTheRocka's Avatar
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    #21

    Re: HLStatsX Points Modifier?

    Quote Originally Posted by CivilWars
    So make suggestions as to what is wrong, why, and how to fix it. If you just say well I play _____ and I am getting shafted, that does nothing to help. And for the record, engineers don't lose points for getting kills with a level 3 sentry they just get less points than if they had done so with a 2 or 1.
    Yeah, I didn't mean it as lose, just that they probably deserve at least the 1

  2. Registered TeamPlayer CivilWars's Avatar
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    #22

    Re: HLStatsX Points Modifier?

    You weren't the only one to say it, so thought I would clarify. As I stated before it may not be perfect, but for a default system straight out of the box it ain't bad. We can tweak it as needed.


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    #23

    Re: HLStatsX Points Modifier?

    Well just looking at this page:
    http://texasteamplayers.hlstatsx.com...eapons&game=tf
    I'd say both rockets and flamers, along with probably stickies and scatterguns need to have their modifiers lowered a bit, as they're some of the most murderous weapons, and all have modifiers above 1. Maybe the minigun belongs on that list as well, note my bias as my main class is heavy :P

  4. Registered TeamPlayer Captain Coors's Avatar
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    #24

    Re: HLStatsX Points Modifier?

    Bump up the medic points awarded for using ubercharges and getting kill assists to compensate for the system not tracking healing points. They drive tf2 so there is no reason a quality medic shouldn't be able to battle it out for top ranking.

    Everything else looks reasonable to me.

  5. Registered TeamPlayer
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    #25

    Re: HLStatsX Points Modifier?

    I agree about increasing the medic points for assists and using ubers (yeah I'm biased :).
    Actually (if the stats can pick this out), instead of getting points for using uber, you should get more points for assists while ubered, because the assists show that you actually used the uber effectively.

    I'd even say the syringe gun should be alot higher than 1.8....as a medic, any time I switch to an offensive weapon and stop healing my target, it better be a life or death situation for me personally.
    And if I actually get that kill and survive, it'd be very nice to get some decent points for it. I guess I'm saying that actual kills by a medic should be so infrequent that they should be worth alot of points compared to kills by any other class.

    Thoughts?

    -Pulp

  6. Registered TeamPlayer heyf00L's Avatar
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    #26

    Re: HLStatsX Points Modifier?

    ^That might encourage Medics to shoot more than heal. Altho hopefully no one that plays here enough to get a top ranking on HLSX would ever consider playing that way.

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    #27

    Re: HLStatsX Points Modifier?

    Quote Originally Posted by Arreo
    Quote Originally Posted by FireCrack
    The low modifier for the minigun makes little sense at all,
    I'm glad someone else thinks so, I didn't want to mention it because it might sound rather self interested
    Agreed.

  8. Registered TeamPlayer Langrad's Avatar
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    #28

    Re: HLStatsX Points Modifier?

    I guess compared to the other offensive classes the minigun is low but without a crit a heavy medic combo can do ALOT of damage.

  9. Registered TeamPlayer 9ball's Avatar
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    #29

    Re: HLStatsX Points Modifier?

    yeah it's a little weird. I have about 200 kills, about 800 deaths, but a 400+ kill assists as a medic. All in all, I'm not sure how the stats work for medic, but my KD ratio is in the shitter because I play medic a lot of the time


    I'm an ice fairy who can pound a nail in with a banana!

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