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[Ignore Me] #48 | ||
Staff Sergeant
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Without adding absolutely to the topic, I'll just say bc2 handled this quite well (50 for a kill, 30 for a critical assist, 10 for assist IIRC).
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"People assume that time is a strict progression of cause to effect, but actually, from a non-linear, non-subjective viewpoint, it is more like a big ball of wibbly-wobbly, timey-wimey... stuff." |
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[Ignore Me] #50 | |||
First Sergeant
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Example: You do 90% damage, and then someone else finished the guy off with a sniper headshot, doing 120% damage in one shot. Will the graduation be calculated off of the 100% of health he originally had, or the 210% total damage he took? On the other hand, how about healing / repairing? Example: You do 90% damage, he heals / repairs back to full health / armor, then someone else one-shots for 120% damage. |
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[Ignore Me] #51 | |||
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[Ignore Me] #53 | ||
Contributor Major
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Squad xp serves a different purpose, though, Lonehunter187. Squad xp is to reward support roles for enabling their squad grunts and gunners to function effectively. The troop transporters, ANT-drivers, ANT escorts, etc. are worth playing because you get squad xp.
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[Ignore Me] #54 | ||
Major
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Personally, I'd like to see the kill rewarded to the player who did the most damage not who go the last shot in. But more XP based off damage works well too.
Some of are egotistical and have to compensate for our smaller reproductive organs however.. |
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