Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Stone on August 11, 2005, 06:40:36 AM
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Just wondering if the in game rank system seems to be pro LA7, vulch & camp style of game play?
Landing 3 kills in an LA7 or 3 kills in a C202 seems to be valued the same in the ranking system.
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Originally posted by Stone
Just wondering if the in game rank system seems to be pro LA7, vulch & camp style of game play?
Landing 3 kills in an LA7 or 3 kills in a C202 seems to be valued the same in the ranking system.
The LA-7 will likely rank you a bit higher because it will do more damage with its guns and will get you home quicker: higher K/T & damage points.
eskimo
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As far as i know the ranking does not care which eny plane you fly, so flying tempest all the time would be quite good for the rank.
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you get a lot less points for 3 kills in a la7 then in a 205.
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Yep,
Get kills in a 202 you get a lot more points.
Also, the ranking system is not pro LA7. Its more of a pro 190, vulch & camp style of game play
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Originally posted by dedalos
Yep,
Get kills in a 202 you get a lot more points.
Also, the ranking system is not pro LA7. Its more of a pro 190, vulch & camp style of game play
actually rank is more pro, kill/die routine. it helps rank more to go kill a couple or 3 and die quickly then to kill the same 3 and rtb.
people who spend the time to rtb actually get hurt more in rank then the guys who dies repeatedly, unfortunantly.
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Originally posted by Stone
Just wondering if the in game rank system seems to be pro LA7, vulch & camp style of game play?
Landing 3 kills in an LA7 or 3 kills in a C202 seems to be valued the same in the ranking system.
I'm going to assume you are speaking specifically of fighter rank. For fighter rank the 5 sub-categories are:
1) Kills per Death
2) Kills per Sortie
3) Kills per Time
4) Hit %
5) Points (Damage)
So, for each category there is an optimal aircraft flight characteristic that affects it, for example.
1) K/D-The single biggest plane attribute that effects this statistic is speed, that is the ability to engage and disengage at will from virtually every other plane in the plane-set.
2) K/S-There are three plane attributes that effect this statistic, ammoload, gun-type and fuel-load. The more ammunition and/or cannons equates to a better K/S along with flight endurance provided for by fuel load.
3) K/T-There are two few factors that effect this statistic. First, is climbrate/acceleration, the quicker you can get to combat altitude the quicker you are in the fight, this pertains to re-alting mid-flight as well. Low altitude performance is the other factor, if your plane does not require you to be above the majority of your enemy for optimal performance you will require less time to get ailtitude and re-gain it mid-flight.
4) Hit Percentage- There are three plane characteristcs that effect this statistic, ballistics, gun mounting and nose-low deflection view. Typically, nose mounted wepaon systems are easier to hit with than wing mounted ones as convergence is not an issue. Certain munition types have poor ballistics and/or slow rates of fire, these will hurt your hit %.
Something alot of people never consider but I consider of paramount importance in choosing a fighter is nose-low deflection view. If a plane does not have it you are taking away from your repetoire a HUGE number of otherwise valuable high deflection snap-shot opportunities that would otherwise be kills in your pelt pouch. Having a plane with good nose-low deflection view means you will almost never be shooting 'blind', that is shooting at a target for deflection that is actually below the visual obstruction of your engine cowling, this improves your hit % dramatically.
5) Points-There are two characteristics that effects this statistic, ammoload and gun-type. Cannons and lots of 'em make you gather points faster. It would have been better to just call this category Damage. So, obviously the bigger your guns the more actual damage you are doing to a given target. For example, I know this will seem counter-intuitive but a burst from 6X50cals sufficient to remove a wing from a plane will do less damage and therefore garner less points than a burst of 20mm to remove the same wing. My guess is damage either transfers or damage beyond that required to destroy the plane part is still calculated even though passed its threshold for sustaining.
So, from this list of plane performance characteristics you can take a given plane and match it up against them. So, take a plane in the set and take these 9 factors that effect the 5 statistics that go into calculating fighter rank (2 repeat Ammoload and Gun-type) and give check marks where it satisfies the condition. We will use the La7 in this example:
1) Speed- The La7 is the fastest non-perk plane in the set, obviously it gets a CHECK.
2) Ammoload-While the La7 doesn't have a huge ammoload it's pretty plentifull. CHECK.
3) Gun-Type-Most fly the 3 cannon version, CHECK.
4) Fuel Load- The La7 has no capacity for drop-tanks and limited internal fuel, no check.
5) Climbrate- The La7 climbs great up to it's optimal performance altitude. CHECK
6) Low Altitude performance- The La7 is in hog heaven below 12k.CHECK
7) Gun Mounting- The La7 has nose mounted guns. CHECK
8) Ballistics- The Russian cannon's ballistics are not great, no check
9) Nose Low Deflection View- La7 has exceptionally poor nose-low deflection view, most deflection shots will be 'blind'. no check
So, as you can see of the 9 characteristics the La7 gets a CHECK in 6 of them, fuel load, ballistics and lack of nose-low deflection view being the only drawbacks to optimal fighter rank. But, due to the La7's great low altitude performance it does not require as much fuel to fight effectively as other aircraft which must get and preserve higher altitudes to be effective.
Of note with this ranking system is one important factor. You will notice that Ammoload and Gun-Type appear twice but are only factored once. This means, relatively speaking, for optimal fighter rank, Ammoload and gun-type are of greater importance relative to any other factor by a 2/1 ratio. It is because of this fact you will notice in any given camp the predominance of cannon equipped planes. There is a huge bias toward cannon planes in the MA in AH2. This is a result of the above as well as the harder gunnery model.
As far as fighter rank is concerned this takes into account the aircraft. But, obviously, the pilot plays a huge part as well. If you take the plane's characteristics as it relates to the 5 statistics that effect fighter rank and combine that with the pilot's flying style as it pertains to the 5 statitistics that go into fighter rank you should be able to approximate anyone's 'potential' fighter rank. Briefly, let's evaluate the pilot characteristics that go into fighter rank just for fun:
1) K/D
a) Altitude-You'll get gang banged less and be able to choose your fights more. (within realistic parameters of your chosen ride's optimal performance altitude relative to the altitude of the enemy)
b) SA-You will get cherried less and avoid being gang banged more knowing when to engage and dis-engage.
c) Staying fast- Once you get slow you are committed, you lose the luxury of eggressing if the situation worsens, either by you getting outflown or by additional enemies engaging you mid-fight.
2) K/S
a) Vulching- Obviously this is the easiest kill in the game, you can rack these up very quickly if there are enemies dumb enough to up from a CAP'd field for you.
b) Re-arming-This will definately increase your K/S, but as is the case wth many of these factors there exists a mutual exclusivity with other factors. Re-arming is time consuming and somewhat dangerous as you remain vulnerable during the process, unable to defend youself.
3) K/T
a) Vulching- Obviously this is the easiest kill in the game, you can rack these up very quickly if there are enemies dumb enough to up from a CAP'd field for you.
b) Fight Low- Another paradox, fighting low and even dying helps your K/T as you do not spend time alting, re-alting or RTB'ing. Suicide warriors have the best of it in the K/T category. Base defenders upping from CAP'd or high CAP'd fields and CV defenders/attackers would fall loosely into this category. Also, the 'runway vulcher' who alts to 10-12k dives past 15 intervening cons to make a few passes up and down an enemy runway vulching before he inevitably gets wacked fits this general profile.
4) Hit Percentage
a) Vulching- A stationary or a slow moving, defenseless target on the ground is easy to hit.
b) Buff Hunting- Bigger target, easier to hit, simple.
c) Get in Close- Closer is better from a lethality and hit % point-of-view.
5) Points
a) Buff Hunting- Buffs take alot of damage therefore they give alot of points if you have the proper weaponry.
Notice 3 things. Firstly, a couple of factors on the pilot's factor list are congruent to factors on the plane factor list, staying fast and Low altitude flying and performance, so you would want to weight these more heavily. Secondly, vulching is the best way to achieve 3 of the 5 statistics with pilot factors, this explains the lust for the vulch in the MA. Conversely, those who do not vulch yet achieve a very high fighter rank are really accomplishing something, they are effectively competing with a severe handicap so must be doing the other things EXTREMELY well to compensate. Thirdly, notice buff hunting appears twice as a means to achieving better rank for both points and hit %. Buff hunting all but requires cannons, another reason cannons are the dominant weapon of choice in the MA.
Anyways, excuse the long post, I'm a statistics nut so enjoy analyzing such things, hope this helps, especially the newer players.
Zazen
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Originally posted by Stone
Just wondering if the in game rank system seems to be pro LA7, vulch & camp style of game play?
Landing 3 kills in an LA7 or 3 kills in a C202 seems to be valued the same in the ranking system.
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Who cares about rank? Only those 2 weeks noobs admire the shelfish players vulching at high speed for score on top of the rank list,
I admire aces, fighters with skills, those BK ( bloody killers) and many others,:)
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Originally posted by ghi
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Who cares about rank? Only those 2 weeks noobs admire the shelfish players vulching at high speed for score on top of the rank list,
I admire aces, fighters with skills, those BK ( bloody killers) and many others,:)
Some people can attain a very high fighter rank and NEVER EVER vulch...;)
Zazen
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Zazen,
I thought my job was boring. What do you do? Are they hiring? :rofl
By the way, good post but the guy was not asking about fighting. He was asking about vulching. D9 is still the best in that category ;)
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Score is one of the reasons MA gets boring. People running afraid that they will lose an awesome K/D... who cares :rolleyes:
Other factor is the guys that just really don't give a rip, and fly around with hurricanes and go HO with the closest icon.
An all c202 arena would rule! :D
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Originally posted by Lazerr
Score is one of the reasons MA gets boring. People running afraid that they will lose an awesome K/D... who cares :rolleyes:
This is a HUGE misconception. As stated in my above post within the 5 sub-categories that comprise fighter rank there are alot of mutually exclusive factors. Flying with only K/D in mind totally destroys your fighter rank. The law of diminishing returns kicks in at about 5 to 1 K/D. Anything above 5 to 1 and you're making your fighter rank worse and worse. Flying just for K/D will ruin your K/T and K/S.
The irony is it's the total opposite really. So, long as you can wack 2 or 3 guys before you die, it is far far far better for your fighter rank to never ever live. Flying to die is actually the best, easiest and quickest way to get a great fighter rank as you spend zero time, RTB or re-alting, time you can then spend killing instead.
Shane is a textbook example of this. He'll take his La7, fly with some E directly into a horde, flail around killing perhaps 3 or 4 of them in short order before finally his E is depleted and he gets chased down and killed. He lands on average less than 10% of his kills yet consistantly ranks in the top 10% in fighter rank. His K/D is always mediocre, generally not even close to the point of diminishing returns of 5 to 1.
Zazen
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Good post Zazen, and fairly well thought out. I'd just like to make a couple of observations of my own. Not necessarily counter to what you posted, but perhaps.........exceptions.
When you talk about planes with nose mounted guns, and not having to worry about convergence (I believe this is in the section where you are discussing Hit %), I've found that almost all the planes with the nose mounted guns are also the planes with the worst ballistics. Most all of these planes are VERY difficult for a newer player to hit with, it takes alot of time in the type you chose before you gain anything resembling accuracy. Hit % is one of the few stats I watch. Most tours I have somewhere around a .5 K/D ratio, and I'm never in the tops in rank. I take alot of silly chances (mostly because of my own impatience), but then its just a game and I get to re-up if I die. And I let myself get drawn into fights I know I cant win just to see how far I can push what I'm flying. Anyway, I digress. The point I was going to make is, since I watch my Hit %, I try to find ways to improve it. The .50 cal guns on the american planes are the flattest shooting guns in the game. Set properly on convergence, and knowing your POA at that setting, you can land hits every single time you shoot. There are lots of little things that go into increasing this score beyond your post, like comfort level in the plane you fly, stability of the plane as a gunnery platform, etc. If I stay in Hogs and Ponys, my Hit % climbs and climbs. I broke 14% for awhile. I've flown some 109 sorties and its dropped down to around 11% now. Anyway, I know its nothing new that there are advantages and drawbacks to every type of plane in the game. Otherwise everyone would be flying just one. Just thought I would throw in my .02
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Originally posted by StarOfAfrica2
Good post Zazen, and fairly well thought out. I'd just like to make a couple of observations of my own. Not necessarily counter to what you posted, but perhaps.........exceptions.
When you talk about planes with nose mounted guns, and not having to worry about convergence (I believe this is in the section where you are discussing Hit %), I've found that almost all the planes with the nose mounted guns are also the planes with the worst ballistics. Most all of these planes are VERY difficult for a newer player to hit with, it takes alot of time in the type you chose before you gain anything resembling accuracy. Hit % is one of the few stats I watch. Most tours I have somewhere around a .5 K/D ratio, and I'm never in the tops in rank. I take alot of silly chances (mostly because of my own impatience), but then its just a game and I get to re-up if I die. And I let myself get drawn into fights I know I cant win just to see how far I can push what I'm flying. Anyway, I digress. The point I was going to make is, since I watch my Hit %, I try to find ways to improve it. The .50 cal guns on the american planes are the flattest shooting guns in the game. Set properly on convergence, and knowing your POA at that setting, you can land hits every single time you shoot. There are lots of little things that go into increasing this score beyond your post, like comfort level in the plane you fly, stability of the plane as a gunnery platform, etc. If I stay in Hogs and Ponys, my Hit % climbs and climbs. I broke 14% for awhile. I've flown some 109 sorties and its dropped down to around 11% now. Anyway, I know its nothing new that there are advantages and drawbacks to every type of plane in the game. Otherwise everyone would be flying just one. Just thought I would throw in my .02
Yup, that is true. That is why I seperated the ballistics factor from the gun mounting factor and didn't just lump them into guns. The p38 is a good example of a plane that benefits from nose guns and also good ballistics. But, you are correct, often the benefit of not having convergence issues with nose mounted guns is mitigated by the poorer ballistics of the guns. But, so long as those two factors are viewed seperately the verity of the rating system remains intact.
Zazen
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Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.
Landing gives you 4 times as many points than if you died.
HiTech
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Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.
Landing gives you 4 times as many points than if you died.
HiTech
Yes, I intentionally didn't interpose in my explanation any incidental inter-relationships between the basic 5 statistics categories (K/D and Points in this case). This would have complicated the broader explanation I was addressing to the original poster of the effect plane choice has on fighter rank. For the specific formulae on how each statistic is calculated see HT's help page on this topic in the help section.
In my experience, from observations and calculations, this point is almost irrelevant in that if you have a low K/D you're wasting alot less time alting, re-alting, eggressing and RTB'ing. That time is instead spent actually killing. So, while living gets you four times the points, you're killing 1/4 as many enemies per unit time. So, the actual points per unit time between someone who lands and someone who dies is about equal, so can be disregarded when making statistical comparisons. This is reflected in a somewhat redundant way by the K/T category as I explained in response to Lazer with the Shane example. A high K/D almost invariably equates to a low K/T and vice versa. A higher K/D may garner more points but the person with the higher K/T is killing more often getting equivalent points thru sheer quantity, it's a statistical wash.
The absolute only exception I have found to this rule is the career vulcher, it is possible for someone who basically ONLY vulches in a fighter to have both a high K/D and K/T. It is because of this I endeavored to become quite the marksman in an Ostwind, doing my part to restore statistical order to the universe. ;)
I use this formula to arrive at my conclusion, apply it to a random sampling of decent fighter jocks, some with high K/D's or K/T's, in the MA and you'll see what I mean.
Total Points / Fighter Flight Hours = Points per Hour
Zazen
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Originally posted by Zazen13
1) K/D-The single biggest plane attribute that effects this statistic is speed, that is the ability to engage and disengage at will from virtually every other plane in the plane-set.
Im assuming you are applying this statment to the "average player"
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Originally posted by Murdr
Im assuming you are applying this statment to the "average player"
Yes, I wrote this post under the highly likely assumption the top 1% of the AH community that can fight there way out of a 5 on 1 in a P40b aren't going to find anything in here they don't already know. ;)
Zazen
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Cannons have a blast radius. They can yeild points from parts adjacent to the point of impact. The blast radius also gives it a constant value of potential damage, because the explosive energy doesnt depend on the kinetic energy from the impact.
One more factor for hit% is rate of fire. A missed 1 second burst with .303s will hurt your percentage more that one with .50s because of the number of rounds involved.
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Originally posted by Murdr
Cannons have a blast radius. They can yeild points from parts adjacent to the point of impact. The blast radius also gives it a constant value of potential damage, because the explosive energy doesnt depend on the kinetic energy from the impact.
One more factor for hit% is rate of fire. A missed 1 second burst with .303s will hurt your percentage more that one with .50s because of the number of rounds involved.
Rate of fire is a double edged sword with regard to hit %. With a high rate of fire when you hit you hit BIG, but when you miss you miss BIG. So, sure when you hit you're hitting with alot of rounds, but when you're missing you're also missing with alot of rounds, it tends to equal out. Slow rate of fire is the reverse, when you hit you hit SMALL, when you miss you miss SMALL. So, when you hit, yea only a few rounds hit, but when you miss only a few rounds miss, it evens out.
In actual fact I would contend that higher rate of fire may even mean a lower hit % if you fly multiple aircraft types with varying rates of fire. If you think about it a terrific marksman in AH can hit with 15% of his rounds, that means he's missing with 85% of his bullets. So, say I take up a P47N w/ 8 X 50cals and hit only 5%, it's going to take me shooting lights out in a Typhoon for a good long while to move that 5% up to 15% with the much slower rate of fire Hispanos. Or in reverse say I shot great in my Typhoon for a while and have a 20% hit with the hispanos, one bad P47N mission with 8 X 50cals and I'll be sporting a 5% real quick. Just remember a great player is missing with 85% of his rounds.
That's a good explanation for cannon rounds, I never thought of that as the reason, I just knew the phenomena existed, that makes perfect sense though. The ENY/Perk values of planes with only MG's needs to be re-evaluated IMHO. There is still a hold-over of value from AH1 where the hit model was alot easier and the damage model less robust. Cannons are now almost required in the MA for a variety of reasons.
Zazen
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That's all true, but the reason I mention it is you can affect your hit% by being selective with the guns at your disposal. For instance if you only fired the MG's in a spit5 on 'sure' shots, and primarily used cannon for 'mabey' shots, you will have a better hit% than you would using the opposite method.
As you said you miss BIG and you hit BIG with a high rate of fire. You can take that into consideration when choosing which trigger to pull.
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Originally posted by Murdr
That's all true, but the reason I mention it is you can affect your hit% by being selective with the guns at your disposal. For instance if you only fired the MG's in a spit5 on 'sure' shots, and primarily used cannon for 'mabey' shots, you will have a better hit% than you would using the opposite method.
As you said you miss BIG and you hit BIG with a high rate of fire. You can take that into consideration when choosing which trigger to pull.
Yup, you can definately manipulate hit % by prudent use of the gun package, especially in planes with mixed armament types.
My point was that high rate of fire in and of itself does not necessarily equate to a high hit % and low rate of fire doesn't necessarily equate to lower hit %. I contend that if a pilot flew blind without knowing his rate of fire over the long term his hit % with the same munition type would be similar whether the gun coughed out 20 shells a second or 5.
Zazen
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Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.
Landing gives you 4 times as many points than if you died.
HiTech
Skore dweeb!
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Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.
Landing gives you 4 times as many points than if you died.
HiTech
4 times?
wasn't it .50 for dying and 1.25 for landing? How do you get 4 times out of that?
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From the Help file
Death Multipliers
- Landed 1.0
- Discoed .25
- Bailed .5
- Ditched .75
- Captured .4
- Killed .25
- Crashed .25
I think landing is now 1.25, not sure about the rest.
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blah blah blah..scroll down...when u can kick a!@ when u need to and not worry about getting vulched or k/d and constantly look for an adrenalin laden fight no matter the circumstances you have reached ah enlightenment.
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Originally posted by jaxxo
blah blah blah..scroll down...when u can kick a!@ when u need to and not worry about getting vulched or k/d and constantly look for an adrenalin laden fight no matter the circumstances you have reached ah enlightenment.
You can do this and have a decent fighter rank without ever even looking at it or giving it a second thought. It's not like Rank and Fun are matter and anti-matter, they can and do exist in the same space and time, and the universe doesn't even implode. ;)
Zazen
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Now that we talk about scoring factors, lets discuse their lacks.
1) Kills per Death: Fair factor.
2) Kills per Sortie: As long as you may refuel and rearm, even short-ledged planes may excel in this category. Fair factor.
3) Kills per Time: This factor ruins any long range mission: anti-buff CAP, long patrol sorties, long range scorts, etc. Does not make sense to me, and is not fair at all.
4) Hit %: Fair factor.
5) Points (Damage): It depends mainly on the time played, not a very fair factor.
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http://www.hitechcreations.com/forums/showthread.php?s=&threadid=104840&highlight=high+rank
Some things have changed. you can no longer shoot blown up buildings. flying at 32k plus maybe 1 guy in whole arena can shoot you down. Fester not on much. I use b24's or b17s 32k all my deaths have been to disco's except 1 when i was landing.
Fighter score make sure you in fighter or attack . I personal have all planes deflaut to attack and i have to change to go fighter mode. This stops the upping at base under attack in fighter mode which is bigger chance guys higher and out number you. In fighter mode i go on fighter sweeps. And I try to land every sortie.
as for gv i havn't spawned camp in awhile. with the new multi spawns it takes alot more guys to help u camp spawn.
BUT LIKE POST SAYS TRYING FOR RANK IS NOT FUN WAY TO FLY.
I do things to help my rank but not trying to be number 1 . Just wanmt low rank so i can turn cv when friend s or guys like zazan try to land on a cv.
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Well this explains why people fly the way they do in the MA.
I could not understand, what is so fun about vulching & camping.
But it is all RANK motivated. The kill / time even explains the HO'ing.
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
Vulch and die = no effect on rank.
HO and die = no effect on rank.
Land 6 kills in a ME262 = low effect on rank as score is multiplyed with the given sortie perk points earned.
Land 2 kills in a F4F = high effect on rank as score is multiplyed with the given sortie perk points earned.
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Originally posted by rod367th
Just wanmt low rank so i can turn cv when friend s or guys like zazan try to land on a cv.
[/B]
:rofl :rofl
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Originally posted by Stone
Well this explains why people fly the way they do in the MA.
I could not understand, what is so fun about vulching & camping.
But it is all RANK motivated. The kill / time even explains the HO'ing.
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
Vulch and die = no effect on rank.
HO and die = no effect on rank.
Land 6 kills in a ME262 = low effect on rank as score is multiplyed with the given sortie perk points earned.
Land 2 kills in a F4F = high effect on rank as score is multiplyed with the given sortie perk points earned.
I've always been an advocate of using the same multipliers that effect perk point calculations for points as well. I posted this idea during the ENY debate, I don't think HT was receptive to it, I'd have to look up the old thread for his exact response. Get kills in harder planes, more points. Get kills while outnumbered, more points. This would give incentive for the presumably better players who play for Fighter Rank to fly for the underdog and fly early war planes more often, improving both variety and gameplay balance. The current ENY system doesn't really do that as the better players can fly a wide variety of planes across the entire ENY value spectrum with comparable efficiency.
I would also love to see a more descriminating system as you described where vulches and HO's were not rewarded. But, honestly I doubt that will be possible. There is no programming infrastructure in place to differentiate the 'How" of a kill just the 'Who' and the 'How Many'. I am not a programmer, but I am fairly certain the coding that would be required would outweigh any gameplay benefit derived, but what do I know, maybe it would be rather easy. We can dream.
Zazen
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I like your idea Zazen, although I too am not too sure how "doable" it is. The only problem I see with it, is that most of the time the longer someone flys here the less they worry about ranks. There are exceptions, but thats the general rule. So then that would tend to nullify the intended benefits.
For my part, most of the Perk planes hold no interest anyway. The F4U-4 probably would, but I'm comfortable in the -1 anyway. I dont care for the Spit XIV. The Tempest might draw my attention, but again I am fairly comfortable with the Typhoon so why bother? I already fly the older versions of most planes. Not for points or for challenge even. They are just more fun. :)
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Originally posted by StarOfAfrica2
The Tempest might draw my attention, but again I am fairly comfortable with the Typhoon so why bother? I already fly the older versions of most planes. Not for points or for challenge even. They are just more fun. :)
Tempest is a completely different animal to the Typhoon, you should fly it a few times and see what you think.
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Originally posted by Zazen13
I would also love to see a more descriminating system as you described where vulches and HO's were not rewarded. But, honestly I doubt that will be possible. There is no programming infrastructure in place to differentiate the 'How" of a kill just the 'Who' and the 'How Many'.
Zazen
If a non landed kill does not effect the rank / score at all, then the HO "tactic" would most of the time not score at all. No need to know how the kill came I think.
Also if the ack would be 10 times tougher than now, vulchers would probobly not live long, and not score either. And even if the ack is not changed, people would maybe elect to attack high cons, instead of zooming past the high once, to vulch a field.
I have heard again and again the "I dont care for rank". Still I see "top players" that has been around for years, vulching. Maybe it is a skill full and motivating thing, and I just dont get ?
Still I think its more of a RANK ting.
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vulching is part of base taking. most guys near top don't just go looking for vulches. They do want advantage in fights tho. Like everyone should. No 1 vulch in my fighter score. now have some in attack score but none in fighterscore. you don't need alot of kills to be in top rank hell I only have 39 kills in fighter score but only 2 deaths. and i'm 3rd ranked. I'm one of thos who enjoy killing gvs and bombing, so i get alot of score hitting strat or bases. but it doesn't take very much to have rank.
when we had rank contest top 10 in tour each month same guys made top ten as in top 10 now. just takes min effort to lower rank. but like i said before rank means nothing. Because best sticks don't go for rank. you don't see dmdcoach lev shane and many other great fighter pilots go for rank. they would think probally driving gv to a strat is nonsense or bombing a strat. but to each his own :)
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Originally posted by hubsonfire
From the Help file
Death Multipliers
- Landed 1.0
- Discoed .25
- Bailed .5
- Ditched .75
- Captured .4
- Killed .25
- Crashed .25
I think landing is now 1.25, not sure about the rest. [/B]
I think this is in reference to perk points and not the "Points" category under the fighter score. I think that is what HT and others are referring to....
N00b!!! :D
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the 1.25 for landing is a perk bounes.
The list of the different multiplyiers is what effects the points cat. of score.
HiTech
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Originally posted by Stone
Well this explains why people fly the way they do in the MA.
I could not understand, what is so fun about vulching & camping.
But it is all RANK motivated. The kill / time even explains the HO'ing.
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
Vulch and die = no effect on rank.
HO and die = no effect on rank.
Land 6 kills in a ME262 = low effect on rank as score is multiplyed with the given sortie perk points earned.
Land 2 kills in a F4F = high effect on rank as score is multiplyed with the given sortie perk points earned.
you got that a bit messed up actually...
the whole f4f thing is only for PERKS which are completely different than RANK. perks are perks, points in rank are not even in the same gene pool they are so unrelated ;)
so in the above mentioned scenarios, "landing the 2 kills in the f4f" might hurt your fighter rank, but will get you a bunch of perks.
i think that is what confuses newer players. perks and points are to completely different things. i hear on vox and see on text "i dont have enough points for a 262" or "i got 5 points for that sortie".
this may be artifically making them think they have a high rank, and may complicate their understanding of the whole system.
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Originally posted by StarOfAfrica2
I like your idea Zazen, although I too am not too sure how "doable" it is. The only problem I see with it, is that most of the time the longer someone flys here the less they worry about ranks. There are exceptions, but thats the general rule. So then that would tend to nullify the intended benefits.
We are just talking Fighter Rank here. Take a close look at the Top 100 Fighters each camp. While I am not saying every great fighter pilot is on that list, a very high percentage of them are. Some may not be consciously 'trying' to attain a high Fighter Rank, but alot are. The simple fact is to be on that list you have to be one or more of the 3 following things:
1) A very good pilot with great aim and SA.
2) A very dedicated vulcher.
3) An above average pilot with good aim and an incredible amount of disposable free-time.
No matter how you slice it, it would be of great benefit to an under-manned team to have a Top 100 Fighter Pilot switch to their team. The hard truth is, one very great pilot can out-kill 10 very poor ones by a factor of 10 to 1, all other factors being equal. Which brings me to my next point.
If your Top 100 Fighter pilot chooses not to go to the under-manned team, he may instead choose to fly an early war plane to rack up more points. This will in effect lessen his relative effectiveness which again would help with balance. The premise being a poor pilot in an La7 may be able to be as effective as a good one in a P40b. Either way this would aid in overall balancing if alot of people started doing it. The ENY limiter attempts to do this on a global scale, whereas this would selectively target upper echelon players specifically with a positive motivator not a restrictive one.
Zazen
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Originally posted by Zazen13
If your Top 100 Fighter pilot chooses not to go to the under-manned team, he may instead choose to fly an early war plane to rack up more points.
i know you know the difference between perks and fighter points, but usind that word in this situation i think only creates more confusion for some poeple. flying a p40 will not get you more fighter rank points, and you have stated above so.
just want to show where those words (perks & points) being interchanged messes up ALOT of people. i have seen it, and actually had to correct old squaddies on their understanding of it.
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Originally posted by Mustaine
i know you know the difference between perks and fighter points, but usind that word in this situation i think only creates more confusion for some poeple. flying a p40 will not get you more fighter rank points, and you have stated above so.
just want to show where those words (perks & points) being interchanged messes up ALOT of people. i have seen it, and actually had to correct old squaddies on their understanding of it.
Actually, that post pertains to the idea that we should apply the same modifiers that go into calculating perks to points. So, I am using the correct term. I realize as it is now plane type and numbers imbalance do not effect Fighter Rank points, but I am arguing that they should.
If you have the endurance and willpower try reading all of my posts above and you will understand where the flow of the conversation led to this idea which I actually brought up over a year ago before the ENY thing was ever implimented. ;)
Zazen
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i know that, and i did read all of your posts.
the way you segue wayed into that might not have been clear is all.
if you want that to work that way, fine, but some people, especially newer players, reading this thread may and do get confused.
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Originally posted by Mustaine
i know that, and i did read all of your posts.
the way you segue wayed into that might not have been clear is all.
if you want that to work that way, fine, but some people, especially newer players, reading this thread may and do get confused.
I'm operating under the assumption that any newer player that is reading this thread discussing the nuances of Fighter rank and score is also motivated enough to have read the game manual wherein lies the definitions of all of these terms. Perhaps I'm being overly presumptuous, if so, I apologize.
Zazen
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Originally posted by Zazen13
Perhaps I'm being overly presumptuous, if so, I apologize.
Zazen
i think you underestimate that power of stupidity :rofl :D
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Originally posted by Mustaine
i think you underestimate that power of stupidity :rofl :D
I usually do, it's been a source of profound consternation throughout my life. ;)
Zazen
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Originally posted by Mustaine
you got that a bit messed up actually...
the whole f4f thing is only for PERKS which are completely different than RANK.
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
I know this is not the case now. The way things are now, the game rewards flying fast planes, with huge canons, vulching as many kills before a certain deth.
But IF the kills would not count at all, if not landed, and IF the perk multiplyer would effect the rank, maybe we THEN would get more players actualy trying to survive and matbe even fly early war planes.
But the community seems to admire those who land 10 or more kills.
The text buffer fills up on all channels with WTG and Even if the guy admits that all kills were vulches.
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Originally posted by Stone
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
I know this is not the case now. The way things are now, the game rewards flying fast planes, with huge canons, vulching as many kills before a certain deth.
But IF the kills would not count at all, if not landed, and IF the perk multiplyer would effect the rank, maybe we THEN would get more players actualy trying to survive and matbe even fly early war planes.
But the community seems to admire those who land 10 or more kills.
The text buffer fills up on all channels with WTG and Even if the guy admits that all kills were vulches.
Yup, exactly. If I were HT I would try modifying score the same as perks (by relative plane ENY value and Country ENY number multiplier). The worst possible effect it could have is no effect at all. Yet, it has the potential of bringing much greater diversity, variety and parity to the MA on many levels. All this while not disrupting gameplay for the average player at all. Those not concerned with their fighter rank can go about their business in ignorant bliss. Those concerned with their fighter rank have a few more tools in their set to potentially give themselves an edge in the heated Fighter Rank competition, those being, flying for the under-manned side and flying early war planes.
As Mandoble mentioned, fighter score is weighted heavily in favor of that tiny fraction of players who have the luxury of being able to fly 8+ hours a day, this would act as an equalizer to help mitigate that fact. For example, you can either fly 8+ hours a day in an La7 on the largest team for X score or you can fly 2-3 hours a day in a P40b on the under-manned side for the same X score. At the time I originally broached this concept with HiTech he was madly infatuated with the whole ENY limiting concept to the total exclusion of all other ideas, I suspect he's a bit more open-minded at this point. This concept could work along-side the ENY limiter in perfect harmony. This whole idea has always seemed Win-Win to me, but what do I know, I'm just a mind-less dweeb. ;)
Formula would be something like:
Landing modifier(Damage X Relative Plane ENY) X Country Number ENY = Score
Zazen
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WoW ! ( this is not a slam ) you guys have some huge brains to be able to figure this stuff out. I have one question how does this affect a guy like me that is flying a slow plane mostly FM2 and ups to defend or attack. I do not like to HO but will if a guy comes at me. I also like all the play GVs ships JABO and bombers
I play to improve my skills not for points how does one measure that. I am looking at K/D at the and of every month but... It does not tell me any thing, well it is getting better over time. I just try to keep a feel of how I am flying overall. Any ideas?
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Just imagine for a moment how great the fights in the MA would be if HO kills and vulches didn't grant perks or fighter score just like proxies. Even better if they were not counted as kills at all on the score sheet...Food for thought anyways...;)
Zazen
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Originally posted by Stone
If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?
They will for sure.
What we will get is hordes flying and looking for easy kill and running from any threat. Even if they will fly P40 it won't make game more interesting.
It was told many times: La7 or Dora is not the problem, the way how they are flown is the problem. Dive from 15 K, HO and run away - this is what irritates people.
If kills were not counted without landing I would for sure fly ONLY La7. Less points and less k/d is much better than nothing at all in the case of death. Amd La7 gives me much more chances to survive.
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Originally posted by Zazen13
Just imagine how great the fights in the MA would be if HO kills and vulches didn't grant perks or fighter score just like proxies. Even better if they were not counted as kills at all on the score sheet...Food for thought anyways...;)
Zazen
Proxies affect fighter score, k/d, k/s, etc. , and doesn't differ from any other kills. Only perks are not affected.
Remember the thread where somebody told about deliberate crashes to prevent getting perk points for winner? You want to get this behavior predominant?
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Never mind.
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Originally posted by Vad
Proxies affect fighter score, k/d, k/s, etc. , and doesn't differ from any other kills. Only perks are not affected.
Remember the thread where somebody told about deliberate crashes to prevent getting perk points for winner? You want to get this behavior predominant?
Yup, I meant to say points, not score in the first sentence. Proxies give no fighter points, they do affect fighter score insofar as they add a kill to your total.
Zazen
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It's largely because vulching is and always will remain the single best way to rack up both a purdy fighter score and alot of perks in the shortest possible time the ENY limiter is largely ineffective in and of itself. Regardless of the ENY penalty your team is afflicted with it is still more lucrative to play for the largest team and vulch in a 60 ENY P40B. Your only other option is to play for the gang-banged team and get vulched repeatedly in a 10 perk cost 262, not an appealing scenario. Guess what most prefer to do if not simply log-off ? (the ones getting gang-banged still log-off more than the ones being punished by the ENY by a large margin exacerbating the issue even further).
There is also the feeling on the ENY penalized team of why switch? I am giving the other team an advantage over me, it is in effect handicapping my team already. They would rather play with their friends and squadrons handicapped than the gang-banged team un-fettered by ENY. Noone likes to feel coerced into doing something, it's human nature. It's like the old anology of the man wearing the coat. The ENY limiter is like the wind trying to blow the coat off the man, but it's no use the man just grips his coat tightly around himself indignant to the wind. The sun, on the other hand, beams warmy thru the clouds, warming the man gently, he removes his coat willingly and happily. How about using the ENY calculation system and applying it as an incentive, rather than a punishment, by applying it to fighter point calculations this would be like the sun warming the coat off the man.
I'm not saying doing away with the ENY limiter completely, it is worthwhile in certain extreme circumstances (ie: I can't remember the last time Rooks staged an RJO). But, for the purpose of gently persuading players to balance themselves over time augmenting it with the same fighter point modifiers that apply to perks would work wonders.
The reason I believe it will work wonders is the fact that 20% of the Fighter pilots get 80% of the air to air kills a month. Of that top 20% a good many of them will be concerned with their fighter rank and would want to exploit any benefit to their scores they could via early war plane selection and playing for the underdogs. The ENY system alone isn't good for moving the top 20% that get 80% of the kills. It is, however, wonderfull at irritating and annoying the hell out of the less talented bottom 80% of players (paying customers) that only get 20% of the kills and therefore have a relatively small impact per capita on gameplay compared to their top 20% counter-parts. The bottom 80% are far more dramatically impacted by ENY limitations as they are likely not adept with multiple planes especially relatively poor performing planes. So, in terms of bang for your buck, moving that top 20% around with positive incentives would be far more effective than attempting to move a small portion of the bottom 80% around with punishment as the ENY system attempts but fails to do now.
Zazen
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Most of my deths has been wheels on runway this morning.
I fail to see the "chalange" and the "fun factor" in all this ?
3 guys ranked below 30, vulched the field over and over. Even if there was high cons, they just zoom in on the run way to get the easy kill ?
I mean, if you could get a kill just by pressing the space bar, you would do it right?
Dig up a old C64 and make a AH3 for the score potatos :)
Then the first one to press space bar when seing a red icon on the run way wins :aok
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Originally posted by Stone
Most of my deths has been wheels on runway this morning.
I fail to see the "chalange" and the "fun factor" in all this ?
3 guys ranked below 30, vulched the field over and over. Even if there was high cons, they just zoom in on the run way to get the easy kill ?
I mean, if you could get a kill just by pressing the space bar, you would do it right?
Dig up a old C64 and make a AH3 for the score potatos :)
Then the first one to press space bar when seing a red icon on the run way wins :aok
Yup, because vulching is and always will remain, unless HiTech changes something, the best way to maintain a high fighter rank and farm perks. This is the whole basis of my argument and an immutable truth.
Zazen
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If HTC would remove bomber hits and planes on the ground hits from hit% calculations, I think that would be a good measure of pilot ability. Having bomber hits and vulches included in that calculation makes it much less useful.
Hit % is a combination of aim and flying ability ( you have to position yourself for the shot). You can't win if you cant hit.
Also he needs to throw out the luck factor. The ran generator sucks (imo).
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I don't see the draw towards having an uber score...
Does it get you laid on your 'off-AH time'? No...
Does it give you money to use offline? No...
Does it give you the power over life and death? No...
Does it give you the ability to not pay taxes? No...
Does it give you the right to put 'AH Veteran' on your license plate? No.. (thankfully)
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All it does is give you the ability to control CVs.. if gaming the game to obtain some imaginary score on an online game is what gives you perverse pleasure, enjoy. Obviously, you do your stick stirring alone, both on and offline.
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Originally posted by Delirium
I don't see the draw towards having an uber score...
Does it get you laid on your 'off-AH time'? No...
Does it give you money to use offline? No...
Does it give you the power over life and death? No...
Does it give you the ability to not pay taxes? No...
Does it give you the right to put 'AH Veteran' on your license plate? No.. (thankfully)
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All it does is give you the ability to control CVs.. if gaming the game to obtain some imaginary score on an online game is what gives you perverse pleasure, enjoy. Obviously, you do your stick stirring alone, both on and offline.
Just from my perspective and observations. What the statisctics provide is a sense of continuity. That is from camp to camp you can maintain a sense of whether your Hit % is getting better for example or whether you are becoming more able to survive engagements on average. Even from day to day or sortie to sortie it allows you to get on a streak and actually, tangibly, 'see' the positive effects on your sheet and feel a sense of real accomplishment.
Without the statistics it would be rather impossible to objectively determine whether you are doing really poorly in one area or improving dramatically in another. I think it just adds to the whole 'satisfaction factor' for some, but obviously not all people. In the pure sense, knowing your statistics is a way to know yourself and thru that knowledge comes greater power to learn and improve. Without the statistics this would really become an arcade game, each sortie just another of infinite 'lives' in a never-ending succession not bound by any common thread to give it any relative meaning or relevance to another.
Zazen
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I'm curious - how many people play this game with no desire to improve? If fact who plays ANY game with no desire to improve?
As zazen states, without some type of stats - how would you know if you got better or the competition got worse?
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You can look at you stats and see improvement, if that is what you need and it brings you happiness. It is alot like a golf score, it really only measures individual success...
Again, rank is pointless, unless you want to take command of a CV. Worrying about how someone is possibly taking advantage of something that effects nothing else but CV control is even more pointless.
It isn't my intent to flame, I just don't see the big deal if someone wants to use multiple accounts, special plane/tank combinations, or field gun exploting to make their rank so much better than someone elses.
Rank has rarely ever showed the true masters in the MA, take Levi for example...
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Originally posted by Delirium
Rank has rarely ever showed the true masters in the MA, take Levi for example...
Levi is teh suk. He steals all my kills as they fall to earth. I'm the one who got him to where he is. That bum waits for me to do all the work and steals my glory!
And he calls me stupid and yells at me...oh wait all my squaddies do that, carry on
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BTW, the stats in AH are a good way to compare you to you, but they aren't necessarily a good way to compare you to others.
-- Todd/Leviathn
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Originally posted by Delirium
Again, rank is pointless, unless you want to take command of a CV. Worrying about how someone is possibly taking advantage of something that effects nothing else but CV control is even more pointless.
Yes, but you are missing the point. The point is not that we worry that some one wants a good rank. It is, after all, totaly OK to try to get a good score in a computer game.
The point is that people now take a LA7 or some other fast ride, only to fly to a filed, totaly igonore any airborn enemy, dives down to vulch a few kills, and then die.
I am not saying its wrong, only that its no wonder, as the ranking / score system is built pro fast kills and fast deaths.
So up the typhon and learn to HO and vulch.
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I think the K/S stat is often overlooked as a key ingredient. it certainly is the best indicator of an individual's effectiveness (note i didn't say, "skill").
I'll take effective over efficient anyday and on a good day if one is lucky you can have both.
Often by looking at the overall stats that comprise fighter rank you can tell what kind of "style" someone has.
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how would you know if you got better or the competition got worse?
You can't tell that from stats.
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Disagree on the k/s thing Shane. I think k/h is a better indicator of "effectiveness".
Example:
X gets 3 kills per sortie. His sortie last 1 hr. He has a k/s of 3/1 and a k/h of 3/1,
y gets 1 kill per sortie. He has 10 sorties an hour. He has a k/s of 1/1 but a k/h of 10/1,
y is much more "effective" than x because he kills 10 enemies an hour compared to 3 for x.
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of course K/T is part of the equation, but for all practical purposes we can tell the players in your example are a timid sky accountant, and a vulch-auger/HO dweeb. neither of which is to be particularly feared by anyone with a modicum of skill/talent.
i still maintain that the guy with the 3 K/S in your example is more effective because in all likelyhood he also tied up a few who tried to chase him, as well as those he scattered with his apparently hit and run tactics.
in a perfect world, he'd be landing and along comes that 10 k/h dweeb who proceeds to vulch him and then die in ack.
:D
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As I said in my original post it's really the entire Fighter Rank recipe that determines 'effectiveness'. The K/T and K/S debate Shane and Dip are having brings up a case in point.
K/S: Largely determined by the ammoload and gun type of the plane you are flying. For example a great pilot may have a 2.5 K/S in a 205 but 5.0 K/S in a Niki. It doesn't mean he's less effective in a 205, or less 'good' it just has alot less ammo and not as many cannons. Also gunnery skill greatly increases K/S as you are getting more out of your ammoload. Plane choice has alot to do with K/S
K/T: This is more complex. From a plane perspective a plane that climbs great, is fast, and fights best low, La7 for example, will have a great K/T comparatively. From the pilot perspective base defense and fighting from and to CV's greatly enhance K/T. On the other hand hunting bombers seriously hurts your K/T. Plane choice and engagement type selection have alot to do with K/T.
There are so many factors that go into each sub-stat it's impossible to say which, if any, determines 'effectiveness'. Some say Hit %, some say K/T and some say K/S. I say fighter rank is actually a pretty good 'overall' indicator of 'effectiveness' as the sub-stats themselves are so interdependant and in several cases mutually exclusive. Also, plane and/or engagement choice can distort one or more sub-stats significantly making comparing one person's stats to another's dangerously presumptuous as Levi mentioned. Therefore, the only real way to measure 'effectiveness', if that is even possible, is to combine them as as Fighter Rank does.
Anytime someone asks me how to get good rank, I sum it up like this. Perform some rather dull and annoying chores for bomber, attack and vehicle and kick alot of arse in a fighter. There is no real way, other than perhaps exclusively vulching to obtain a sub-100 fighter rank other than kicking alot of ass. To a small extent you can substitute some bellybutton kicking by just flying alot, but that only gets you so far. In the end Fighter Rank is either ALOT of vulching or alot of bellybutton kicking or some healthy combination of the two. Some methods of kicking bellybutton may be good for your K/S some methods for your Hit %, K/D or K/T. But, if you have a good fighter rank (sub-100), which factors in all of these things combined, you indeed kicked some bellybutton (and/or vulched alot).
Zazen
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Shane is a textbook example of this. He'll take his La7, fly with some E directly into a horde, flail around killing perhaps 3 or 4 of them in short order before finally his E is depleted and he gets chased down and killed.
You left out the part where Shane says "You slobberdonkeys are pretty good 5 on 1" as if it is the other guys' faults that shane got low and slow and thus caught. This is my favorite part.
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BTW, the stats in AH are a good way to compare you to you, but they aren't necessarily a good way to compare you to others.
Agreed. This prespective seems to make the most use of the stats.
I look at the top fighter ranks and don't really consider these guys to be among the best sticks in the arena*... I'm sure many have the same conception.
* no offense to the score potatos.
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Originally posted by Steve
Agreed. This prespective seems to make the most use of the stats.
I look at the top fighter ranks and don't really consider these guys to be among the best sticks in the arena*... I'm sure many have the same conception.
* no offense to the score potatos.
I don't agree totally with that. I go over stats monthly, and I film premier pilots religiously. I have a good idea who's deliberately massaging their fighter rank and who's not. I also know who the genuine good sticks are and those who just vulch to 'appear' good. I have seen too many examples of people who do not vulch regularly, who do not give one rat's bellybutton about their fighter rank, but ALWAYS rank very highly just by virtue of how much bellybutton they kick. The only exception I have found to really good sticks not ranking highly are those who, for whatever reason, do not fly very much in a given camp. The only reason they do not rank highly is their points are too low from too few kills (damage).
Zazen
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don't agree totally with that blah blah blah me me me me me
I stated my opinion, I'm not going to listen to you tell me it's wrong, nor am I going to debate whether yours is. Out.
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Originally posted by DipStick
Example:
X gets 3 kills per sortie. His sortie last 1 hr. He has a k/s of 3/1 and a k/h of 3/1,
y gets 1 kill per sortie. He has 10 sorties an hour. He has a k/s of 1/1 but a k/h of 10/1,
y is much more "effective" than x because he kills 10 enemies an hour compared to 3 for x.
Dipstick is right, and I think there's somethin fundamentally wrong with that;
(and I don't need stats to know I'M not improving:rolleyes: )
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The One, well lets go with two things good Rank does for you is... You can look at it and impress yourself, then say to yourself, Man my rank is good :p, The other is..... you can take command of a CV from someone that ranks lower then you. Go from country to country being the CV boss! hehe :eek: ahem....
besides......
I always felt so bad after a good vulch, I'd auger just to teach myself a lesson! not to receive full points and perks, no name in lights! as i'm going toward the ground I'm telling myself, "I'm not worthy,I'm not worthy".... teehee
air to air "I land'm", air to ground "I smash in the ground" Thats my motto. lmao!
If I bomb a base that had no defenders, I bail right after just so I do not receive the full amount of perks and points, there again I do it just to teach me another lesson! Milk'n is for dairy farmers. thats my motto! LOL! Everyone has grabbed a udder here and there...
Do killshooters count as a kill and death? if so, do that all month and you should be even 1 to 1 ratio, it would be a way to get a kill everytime you up. keep that k/d , k/s, k/k, k/c and the sunshine band stats even.
Only stats missing are w/k , w/d , w/h , w/a, bs/bs <--- probabley would be the easier ones to figure out. lmao. :p
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Kills / Deaths+1 2.60571 (246)
Kills / Sorties 1.55102 (225)
Kills / Hour 8.244 (203)
Hit percentage 8.631 % (229)
Points 24794.87133 (147)
Kills 228
Assists 68
Sorties 147
Landed 51
Bailed 8
Ditched 8
Captured 8
Death 69
Disco 3
Time 27:41:52
Those numbers reflect a top 100 fighter rank--the only remarkable stat in the pile is kills per hour--up, furball, vulch..die..up agin
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Originally posted by DipStick
y is much more "effective" than x because he kills 10 enemies an hour compared to 3 for x.
Depend of the environement.
If y and x are in the same environement it's true (same number of target availlable)
What if X is in a timezone where the number of target availlable is 25% of Y number of target availlable ?
In this case x is more effective IMO.
Don't get me started on stats I've done this too long for process control I'm sick of doing stats :D
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Originally posted by bj229r
Kills / Deaths+1 2.60571 (246)
Kills / Sorties 1.55102 (225)
Kills / Hour 8.244 (203)
Hit percentage 8.631 % (229)
Points 24794.87133 (147)
Kills 228
Assists 68
Sorties 147
Landed 51
Bailed 8
Ditched 8
Captured 8
Death 69
Disco 3
Time 27:41:52
Those numbers reflect a top 100 fighter rank--the only remarkable stat in the pile is kills per hour--up, furball, vulch..die..up agin
That may be a top 100 sheet early or mid-camp, but by the end of the camp that's nowhere close to top 100. None of the sub-stats are even sub-100.
Zazen