Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Apache on September 06, 2002, 07:11:12 AM
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As I was knocking down a 109, I locked up. Guess I shouldn't have been talking to Codger while I was shootin'. Anyway, I was carring an 8.0 K/D. After I restarted my system and came back in, my k/d was 5.3. Man, thats a huge hit.
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They count as 0.5 death. With your 8 kills your Kill/(death+1) then gets 8/1.5 = 5.33. Might be high, but if it gets put lower, people would just Alt-F4 to avoid deaths. Someone still does.
Believe me, I know. I have 45 inflight CTD's last tour (out of 265 sorties). 3 in 4 sorties so far this tour :(
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I was carrying a 5 kill streak and locked up hard. Had to reset the machine...shouldn't have tried to land on a field when bomber formations were taking off I guess.
:rolleyes:
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bunch of whiners ! Imagine it happening with K/D of 50 ;)
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Very early in a tour, where you might only have a handful of kills, a single disco can really trash ones K/D. Later, when you have several hundred, it is a minor factor. Fortunately, I have had only one disco so far, and that one was induced by taking a screenshot in flight (or in this case, while in an Ostwind). Unfortunately, there is no easy way around the effects of a disco. They must be factored to prevent people from avoiding death by simply dumping out.
What I find strange about the scoring system, is guys with a much lower K/D being ranked above pilots with much better K/Ds. That's because kill per hour and kills per sortie are factored in without using deaths as a sufficiently important denominator. Again, that tends to promote "gaming the game", rather than encouraging smart flying. A perfect example is below. The first set of numbers are from the #1 ranked fighter pilot, the second set from the #5 ranked fighter pilot... Go figure. But, that's the system, and there's no system that can be perfect for all circumstances. I do, however wish that it placed greater importance on surviving, allowing reality a greater significance in game play. Other opinions will certainly differ.
Kills / Deaths + 1
4.0000 (66)
Kills / Sorties
2.9091 (42)
Kills / Hour
12.96 (44)
Hit percentage
12.96 % (83)
Kills / Deaths + 1
14.0000 (3)
Kills / Sorties
2.0000 (104)
Kills / Hour
10.08 (108)
Hit percentage
14.45 % (63)
My regards,
Widewing
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Here, here!
K/D should be the largest single determining factor, IMHO. That and gunnery are the two things I actually pay attention to.
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Puck, I agree. I watch k/d and gunnery most as well. Kills per sortie and time doesn't indicate much for me. I tend to fly a Yak alot. With it's limited ammo count, at the most I can get 4 kills per sortie but most likely 2 or 3. I spend more time flying to/from the fight than actually fighting.
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The only stat that matters, if you're a fighter, is how many kills you have. Well, at least that's what I think.
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As I understand it, discos, lockups, and alt-F4s count as deaths. True?
If so, K/D doesn't mean what it used to.
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Yeah, well, I got hit by field ack 10,000 feet AGL in an F4U on my second sortie. Statistically speaking, feces happen. I'd still rather have K/D as the predominant factor in fighter scoring. For that matter I'd like to have score on sorties you LAND weighted higher.
What do you think, Ronni? I'll do whatever leg work it takes to document the change and come up with the algorythm :D
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K/D = ZZZZZzzzzzzzzZZzzzzzzz
There should be a new score... we'll call it the Lazs Product... that figures (K/D)*(K/T).
I'd be curious how that shakes things up in scoring.
-- Todd/Leviathn
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of all the factors for fighter score, k/d and k/s interests me the most. But all have an equal factor in the end (so I am told). It seems that kills per time has the biggest effect to me on overall Fighter rank, but probably just my perception.
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No single stat has any larger impact on the total than any other. They all balance out, especially since you are in essense competing with everyone else in the game for each one of them.
It just seems like K/T 'has more of an impact' because there are less people that actively 'compete' in that area. For example, I don't really care what my K/T is. It is almost always low, around 6 or 7 kills per hour. Why? Because I like to get a little bit of altitude before I go hunting, and normally I go out on solo sweeps. If I were in a lot of furballs, my K/T would climb, but I don't do furballs very often.
Accuracy is another stat thats overlooked a lot. My accuracy has been crap the last few tours, but with an accuracy of 14% or more, you can generally assure yourself of a spot in the top 100 (in that category anyway).
Overall fighter rank is based on how the individual ranks stack up, at least thats my impression. So someone rated #1 in K/D,#1 in K/S,#200 in accuracy, #300 in K/T, and #4000 in points won't be rated very high, because his high position in the points column would drag his overall fighter rank up. Someones that rated #150 in every category would be ranked (overall) a lot higher than the guy who was #1 in K/D and K/S.
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last two tours ive had so many discos or CTD's it hardly worth trying to stay death free on scores.Mind you this tour i swore id 'fly to live' to see if i could get a high score for the tour and i died in my first 3 flights in a dora! last tour I had a 5 to 1 kill ratio in it.
It is always the same, if you worry about your score i garentee you wont enjoy that tour.You'll be annoyed when you die or mess up and trying too hard always gets you killed.Take it from me its no fun but I must admit when you break into a higher position and get your highest score it is satisfying.
The way i do it is play to have fun for a few tours then every now and then go for a score, if it starts bad cancel the try and wait for next tour :)
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Originally posted by Puck
Here, here!
K/D should be the largest single determining factor, IMHO. That and gunnery are the two things I actually pay attention to.
I disagree. I'm glad the system is the way it is, it rewards different kinds of flying.
One can get a high K/D by picking engagements carefully and flying general BnZ, but your K/T will suffer. On the other hand, you can mix it up in a furball and get a lot of kills quickly (getting a high K/T), but your chances of making it out and landing are slim, hurting K/D.
Both styles are valid and take skill IMO. The guy who can kill fast AND live gets the better overall score, as it should be.
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Originally posted by Elysian
I disagree. I'm glad the system is the way it is, it rewards different kinds of flying.
One can get a high K/D by picking engagements carefully and flying general BnZ, but your K/T will suffer. On the other hand, you can mix it up in a furball and get a lot of kills quickly (getting a high K/T), but your chances of making it out and landing are slim, hurting K/D.
Both styles are valid and take skill IMO. The guy who can kill fast AND live gets the better overall score, as it should be.
Method A results in something akin to a simulation.
Method B results in something akin to Nintendo (where's the reset button?).
Which method is best? If you could ask any dead fighter ace, I'm sure he'd select method A. If you could do both well, your name might be Leviathn or Drex. :)
My regards,
Widewing
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:rolleyes:
Tough! Deal with it.
Think of it. We're on the brink of war with Iraq. Lives will be lost. There will be wider implications for many years to come.
And there are more important things to worry about than your sodding k/d ratio in Aces High. :D
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hmmm funny how lockups only happen when you have a large kc or have a med. kc and landing
(10 kills just as i pulled to a stop at the end of a runway BAMMO lockup)
oh yes if you have the nvida 2 graphics card MAKE SURE YOU UPDATE THE DRIVER turns out that was one of my problems
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Originally posted by beet1e
:rolleyes:
Tough! Deal with it.
Think of it. We're on the brink of war with Iraq. Lives will be lost. There will be wider implications for many years to come.
And there are more important things to worry about than your sodding k/d ratio in Aces High. :D
My sodding k/d ratio is how I forget about things like that :D
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Method A results in something akin to a simulation.
Method B results in something akin to Nintendo (where's the reset button?).
I'm always amazed how often this faulty reasoning pops up. The reason many K/D warriors do so well is precisely because there are a lotta guys out there who simply don't care about dying, so they put themselves in tough spots that makes them easier to be picked off.
You convince everyone in the arena to grab 2 wingmen, the fastest a/c and 20k each hop and you can cut your K/D in half.
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Score potato!
:D
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Originally posted by Mathman
Score potato!
:D
My thoughts exactly.. :)
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Last night I flew for the first time in a month. Every sortie ended in a disco/ctd. I think one must have lasted at least 5 minutes though... 7 discos in 11 minutes of flight time.
I'll give it a whirl after every patch I guess.
eskimo
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Originally posted by Puck
Here, here!
K/D should be the largest single determining factor, IMHO. That and gunnery are the two things I actually pay attention to.
bah!! k/d weenies... just shows who the vulch/gang/run at the slightest sign of disadvantge weenies are.
k/s, to me, is a better indication... it shows one their relative effectiveness every time they up a plane.
for example someone has a 9:1 k/d but a 1.154:1 k/s that just tells me they're out there but not really engaging... get a kill or so then rtb, or a spurt of vulches and rtb, but then die a few times with nothing to show for it. but in general high k/d are timid flyers.
but... if someone like, say, me :D , in tour 31 my k/d is 2.4578 while my k/s is 1.8889 which indicates that i don't survive as often as the 9:1 weenie, but everytime i'm upping i'm getting more than his 1.154 per sortie. i'm much more aggressive.
so i'm inclined to use k/s as a measure, but even then i really measure people by how *i* observe them fly, and i gotta say there's a lotta weenies out there, high "ranked" ones, at that. to each their own.
k/t just highlights the defensive weenies, and the furball cherrypickers and vulchers.
gunnery is too dependent upon a variety of factors to mean much except for one's own benefit, i.e., the rubber bullets many experience, lag, type of gun used...
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The reason things are the way they are, and not likely to change, are because 'they' (HTC) don't want everyone to fly around avoiding fights (which WOULD happen).
Big fights, massive furballs, lots of blood, carnage, dogs and cats living together.... well, you get the idea. :D
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Originally posted by -ammo-
of all the factors for fighter score, k/d and k/s interests me the most. But all have an equal factor in the end (so I am told). It seems that kills per time has the biggest effect to me on overall Fighter rank, but probably just my perception.
Guys who fly jugs will always have a porked score. Normally, you try to have some altitude before entering a contested area. Getting altitude in a jug takes time. It porks your kill/time category.
curly
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Originally posted by Shane
k/t just highlights the defensive weenies, and the furball cherrypickers and vulchers.
KT is a greater sign of aggressivness than KS. A high KT means that you are always in the thick of it. A high KS just means that you survive your first engagement or two per sortie, prolly only take-on the enemy with an advantage in energy or numbers... big deal.
If your a KT "defensive weenie", however, then you are typically engaging the enemy low and/or out-numbered. What's so weenie about that?
Furball cherrypicking takes time, very hard to pull a good KT that way.
Vulching helps KD, KS, KT, Hit % and points all very well when and if you can pull it off. Vulching is moot to any such arguement.
eskimo
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Originally posted by Shane
bah!! k/d weenies... just shows who the vulch/gang/run at the slightest sign of disadvantge weenies are.
k/s, to me, is a better indication... it shows one their relative effectiveness every time they up a plane.
for example someone has a 9:1 k/d but a 1.154:1 k/s that just tells me they're out there but not really engaging... get a kill or so then rtb, or a spurt of vulches and rtb, but then die a few times with nothing to show for it. but in general high k/d are timid flyers.
but... if someone like, say, me :D , in tour 31 my k/d is 2.4578 while my k/s is 1.8889 which indicates that i don't survive as often as the 9:1 weenie, but everytime i'm upping i'm getting more than his 1.154 per sortie. i'm much more aggressive.
so i'm inclined to use k/s as a measure, but even then i really measure people by how *i* observe them fly, and i gotta say there's a lotta weenies out there, high "ranked" ones, at that. to each their own.
k/t just highlights the defensive weenies, and the furball cherrypickers and vulchers.
gunnery is too dependent upon a variety of factors to mean much except for one's own benefit, i.e., the rubber bullets many experience, lag, type of gun used...
You need to take into account those sorties where you get no kills but RTB due to damage. That drops your K/S and K/T but doesn't reduce K/D.
I get damaged alot by being to stinkin' aggressive and fightin' on the deck too much but am able to get out, thus my K/D is usually decent but my K/S and K/T are lower.
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Originally posted by Hristo
bunch of whiners ! Imagine it happening with K/D of 50 ;)
I dread that! As of right now, my fighter K/D is 25. One death and it will drop to 12.5... Now that will be a big hit! lol
Get this: Right now, the #1 ranked fighter pilot has flown 1 sortie, scored a big goose egg and died... Seriously, check the scores!!
WTF is going on?
My regards,
Widewing
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Originally posted by Widewing
Get this: Right now, the #1 ranked fighter pilot has flown 1 sortie, scored a big goose egg and died... Seriously, check the scores!! WTF is going on?
Widewing
just an update bug, it usually resolves itself in the next update (webpage scores/ranks).
and oh, eskimo, there's nothing weenie abt being a base defense flyer - i'm just envious because my fps near bases (and big red hordes) doesn't allow me to get in the thick of it. :) i just wanted to see if i could snag a levi with that bait. :D