Yigorse wrote...
A popular response to the various threads about elitism, carrying, the Krysae and other topics related to how much you/your class/your weapon etc. pwns is that "score doesn't matter".
It does.
Your score at the end of the game is directly related to how much damage you did compared to the rest of your team.
Direct = no intermediate steps.
Admittedly, it is skewed slightly by the fact that killing blows seem to grant bonus score, and that the "big" enemies don't give score proportional to the amount of time and effort required to kill them.
You mention two intermediate steps.
Damage dealt + kill bonus + scaled damage against armor/barriers = score, by your own rationale.
That's not a direct relationship to damage dealt. If you're playing a Human Engineer and spending a lot of your time stripping shields/barriers or stunlocking your opponents, your score will be significantly lower than a Geth Infiltrator sporting a Widow X who headshots the trash you strip/stun.
It's a question of scale really. If your top scorer gets 150k+ and the next player has only 50k or so, not to mention those below, you can't explain that away by saying "I was playing a support role" or "I spent all my time getting the objectives.
That disparity very well CAN be explained by as simple a scenario as the one I detailed above. Or an Asari Adept who's using Stasis off CD during intense moments, while other players take advantage of stillled mobs. Or a Krogan Sentinel with a shotty protecting an Infiltrator's flank from Guardians. Those values don't always translate directly into score, but they can and often do add to the overall performance of the team.
Of the 11 waves in the game only 3 have ulterior objectives. For the other 8, the sole objective of the game is to kill stuff. Even during the less militant objectives, you still have to kill the enemies to get them done.
Again, your understanding conveniently ignores that the ultimate objective of 8/11 waves is not to kill stuff, but to
survive. Supporting classes can and do add to that by - you guessed it - supporting the stabbers.
This game provides at least three pure roles to players, as well as hybrids:
1. Dealers who hit hard (Infiltrators are the most obvious/talked about, but not the only ones).
2. Controllers who stagger enemies and stunlock (Stasis Adepts, several Engineers, Turian Sentinels).
3. Tanks who draw enemy fire (many Soldiers, Vanguards, Batarians, Krogan, and even Vorcha)
A team with only dealers will take longer to finish a full instance than a team with two dealers, a tank, and a controller. This assumes, of course, that the team works together. A tank can draw all the fire he wants while the controller addles mobs, but if they're doing that at opposite ends of the map from the dealers, it ain't helping much.
It's not the only factor in deciding wether or not a player was useful, it's certainly not the most important, but it does still matter, so can people stop trying to tell us that it doesn't? It's becoming such a knee-jerk reaction I'm starting to wonder if these people are getting a little defensive.
I can at least agree with you that score matters, in that it does measure positive contributions to the performance. But it does not measure ALL contributions, nor does it fairly weight all contributions which it does measure.
Modifié par brian_breed, 16 juin 2012 - 11:02 .