You get points for your teams score
while you're commander. Forget about applying in the last minute and think you get the current average. Likewise if the best player in your team quits or get autobalanced, his contribution to your score will not disappear.
Somebody else can fill in on how teamkills work when your commander, not sure about that. When not being commander however, an unpunished TK give the same minus score as a punished one so I doubt doing it with artillery will save you from minus score.
Commander or not commander, long rounds give more score. Long rounds is a factor of tickets/player, eg 50 player on 64-player maps give longer rounds than 64 players on that map size, but also longer than 40 players on 32-player maps (because of fewer tickets).
The number of tickets you have left when ending the round doesn't give you score, so if you're winning, the opposing teams tickets is the limiting factor for your score. When your victory is safe, every arty kill thus will reduce your potential score. This is because you don't get score by arty kills, and every arty kill is a kill that a player in your team can't have, thus a score that you'll never get. So let the arty cool down and let your team do the work, they probably prefer it that way themselves (if you're loosing though, start the arty party.).
The same applies to supply boxes, they don't give you score and every heal, ammo and repair they do, a player in your team can't do. Thus don't spam them over your team if they already have medics etc. Watch the chat, if someone is calling for ammo for a while, find him on the map and drop the supply there. I'm probably not the only player who refuse to do a suicide attack just because I can't get health or ammo, instead I walk around unproductive until I get it.
Last edited by voltage (2006-04-10 00:50:48)