Author Topic: Please help about kill vs assist  (Read 603 times)

Offline RTR

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Please help about kill vs assist
« Reply #15 on: August 16, 2004, 10:50:07 AM »
Why would you waste the bb's on a con that has already been hit by someone else, has only one wing, and is effectively out of the fight?

I mean, aren't there better ways to get rid of your bb's?

I dunno... maybe I'm wrong, but then again I'm not a Brain scientist or rocket surgeon either.

As for wether you get a kill or assist, see Murdr's post above.
It's "spot on".

RTR
The Damned

Offline dedalos

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Please help about kill vs assist
« Reply #16 on: August 16, 2004, 11:18:56 AM »
How do you people know who the last pilot that shot you was or who the pilot of the 110 sitting on the grownd for 10 minutes was?
Quote from: 2bighorn on December 15, 2010 at 03:46:18 PM
Dedalos pretty much ruined DA.

Offline Mugzeee

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Please help about kill vs assist
« Reply #17 on: August 16, 2004, 11:33:45 AM »
Quote
Originally posted by Murdr
Its purely based on who did the most total damage at the point he died, bailed, or captured.  The damage you do is represented in the Points V enemy colum of your score.

The guy you pinged and got a kill on later may have crashed.  Who knows?

The plane that looks perfectly fine may have taken a solid burst of cannon but the damage was just short of something brakeing.  You come along and ping him with .303s and his wing falls off, you get an assist.  The first guy did more damage.

The plane thats smoking may have only caught an unlucky cannon round in the engine.  You go in and paint him with cannon.  You get the kill.

It often doesnt make sense.  You cant always tell by looking whether someone scored 20% damage or 51% damage on it already.

I can usually tell when I take first blood and have to disengage whether I did enough damage where I should get the kill if he dies.

Good explanation Murdr.
I have always wondered why it has to be this way though?
It seems most logical that the Player responsible for causing the plane to be rendered unusable should get the credit for the victory.
Would it be a coding problem to decide which player did the fatal damage causing data to be generated indicating that said plane has decided that it has been killed?

Offline Karnak

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Please help about kill vs assist
« Reply #18 on: August 16, 2004, 11:34:28 AM »
The only change I would like to see is for damage scoring to end once unrecoverable damage had been inflicted.  Basically that would mean a whole wing or the whole tail.  That one winged B-17 spiraling down should not count any more damage and the kill should already be awarded.

People could still blow it apart if they wanted, the damage just would not count for the purposes of getting the kill.
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Offline Mugzeee

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Please help about kill vs assist
« Reply #19 on: August 16, 2004, 11:46:29 AM »
This is a very interesting subject for me.
And the different approaches seem plenty. But the ability to code them are a mystery to me. I know very little about how these different systems would or could be coded.
Im eagerly awaiting to hear from other ppl that have knowledge on such things.

Offline Murdr

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Please help about kill vs assist
« Reply #20 on: August 16, 2004, 11:54:24 AM »
Took me a little while to dig it up, but here are damage test results performed by scjazz to see what rounds=in lbs of ordinance.  Wanted to post this to give you a general idea of how ordinance type affects damage scored.  In air to air I believe range is also a factor.
 Another factor is the damage that can be absorbed by a plane part.  A 40mm in the outer 1/3rd of the wing will only score as much damage as the wing can absorb, the rest of its potential damage power is wasted.  A 40mm behind the cockpit will probably score more damage since the fusalage is stronger than the wing therefore absorbing more damage, and there are also other parts close enough to absorb the damage.
With so many varibles, you can see why it is hard to understand when seen in action at times.

code:--------------------------------------------------------------------------------
Gun Type                                Dam in #
.303 Browning AC                   0.296
.303 Browning GV                   0.3125
7.6mm ShKAS      0.296
7.7mm Breda - SAFAT   0.28
7.7mm Type 97      0.296
7mm MG 17      0.3
.50 M2 AC                      1.17
.50 M2 GV                      1.25
12.7mm Breda - SAFAT   0.95
12.7mm Ho-103      0.998
12.7mm UBS      1.15
13mm MG 131      0.92
20mm B-20      3.47
20mm Hispano Mk II   4.03
20mm Hispano Mk V                   3.94
20mm Ho-5      3.36
20mm M2 AC      4.03
20mm MG 151/20      3.55
20mm MG-FF      3.25
20mm ShVAK      3.47
20mm Type 99 Mk 1                   3.42
20mm Type 99 Mk 2                   3.85
23mm VYa      5.62
30mm Mk 108      11.63
37mm NS37      16.67
40mm Vickers S      13.89 *
37mm PT Boat                          13.2
40mm PT Boat                         15.6
37mm HE   Ostwind      15.15 *
37mm AP         15.6  #1
37mm HE         31.2  #1
75mm AP         78.1  #1
75mm HE             156.2  #1
88mm AP             117.1  #1
88mm HE             234.3  #1
3.5" Rocket          140.0  #1
4.5" Rocket           93.0  #1
5" Rocket          156.0  #1
RS132             125.0  #1
RS82              93.0  #1
WGr21             200.0  #1
Shore Battery          250 - 500 #2
Cruiser Gun            250 - 500  #2



* The Vickers S and 37mm HE Ostwind are the only weapons I
am not 100% certain of the full series of tests had very
inequal results. The value shown is the maximum damage
inflicted per round. I suspect that the variance is caused
by a bug in the burst dispersion code.
#1 Testing for the GV main guns and rockets was different.
I fired 1 round into a hanger and constantly tweaked the
hanger's damage resistence until I found the maximum single
round damage.
#2 The Main Guns on the Cruisers fire 3 shells at a time
each shell does 250lbs to 500lbs of damage. If all 3 hit then the
target just took 750lbs to 1500lbs of damage. The damage is scaled by range 250lbs at maximum range, 500lbs at point blank, 390lbs at 6400 yards.
--------------------------------------------------------------------------------


__________________

Offline Murdr

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Please help about kill vs assist
« Reply #21 on: August 16, 2004, 12:05:16 PM »
Yea, but mugzee, How else would you do it.  If you load up the wing of a plane with bullets, and I come along and put the last bullet needed to break it off, should I get the kill?
The game has no way of knowing if I was saddled up on it, or just hit a lucky passing shot while you were saddled up.
In either case I could not do all the work required to de-wing it because you already did 95% of it.  It makes sense to me that you get the kill.

Offline roofer

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Please help about kill vs assist
« Reply #22 on: August 16, 2004, 12:48:43 PM »
i think you should get half points for assists, people would be so upset