Overnight results from the bf2tracker topic:
Originally posted by graagNobody uses the search button, huh?
Here is some stuff which is updated for 1.03, but not everything is in yet:
Commander scoring is defined in x:\...\Battlefield 2\mods\bf2\python\game\scoringCommon.py
If you're commander:
- everytime someone of your team captures a flag, repairs something or kills an enemy your CMD score goes up by NumPoints / NumberOfAlivePlayersInTeam. If someone captures a flag (2 points) and three other soldiers get a capture assist (3*1 point) for helping him while there are 6 teammates still alive at that moment you get (2+3)/6 = 0.83 CMD points. If a medic heals someone and there are 5 teammates alive at that moment he gets 1 point and you get 1/5 = 0.2 CMD points.This is the so-called "average team score".
- there's no regular team score (TS) or combat score (CS) while being a commander; only your stats are affected. If you capture a flag, the flag cap count increases but you don't get points for it. If you kill someone, your kill count (global, kit and weapon/vehicle) increases but you still get 0 points.
- everything bad you do (teamkill, team damage...) lowers your team score
- no artillery teamkills = no negative points = good!
- artillery kills are not shown as kills ingame but they are still added to your global and kit kill count, thus improving your K/D ratio. Usually.
- you may get some CMD points for artillery kills, resupplies and kills of the enemies you spotted/UAVed but I'm not sure about the mechanism. There are voices circulating about 0.25 pts/arty kill and there's maybe 1 point for each kill, full resupply etc.? Nothing is mentioned in the .py file so the points are coming directly from the game engine. If they are...
- if your team wins and you're commander at the end of the round, your CMD score is doubled. CMD score of commanders that resigned or left the game before the end of round is not doubled.
- TS and CS that you gained while you weren't commander are finally added to your CMD score giving the final score. And perhaps a medal too. Don't know what's the relationship with the global score though.
Originally posted by Zartuim
Wow.. that is a train wreck of a command score lay out.
However, I feel it is needed to comment about this "ahem" scoring layout.
As described in the post before mine, it would actually PENALIZE the commander if more people were alive at the time the points were scored (not that I believe the points are scored like that).
Lets use 2 examples..
5 people alive - 2 assist points - 2 points = (2+2)/5 = .8
8 people alive - 2 assist points - 2 points = (2+2)/8 = .5
I don't know how your math goes, but for me .8 is more than .5
My understanding of a good commander is to keep people alive, not get them killed on purpose to increase your score.
I will post my assessment of how the commanders score is calculated when I have finished my analysis.
*Be aware, the score for commanding is NOT added to your score as the match progresses, only at the end. Thus, the point values for individual items during the match is really not needed.
Originally posted by graag
Nope. Well, in a part yes, but life's a bitch.
I could do it in a simple way like this:
5 peeps, 2 on the flag, 3 scratching their asses:
5 people alive - 2 assist points - 2 points = (2+2)/5 = .8
8 people alive - 2 assist points - 2 points = (2+2)/8 = .5
5 peeps, 2 on the flag, 2 on the other flag, 1 is a commander (scratching his ass):
(Flag capture + Assist) + (Flag capture + Assist) = .5 + .5 = 1
8 peeps, 3*2 on flags, 1 is helping commander = 1.5
but it's way too mundane.
Soooo, some numbers, some factors and some math:
Team size:
Team with 8 men, all alive, one of them gets a kill.
Commander gets 2 / 8 = 0.25 pts
Team with 32 men, all alive, one of them gets a kill.
Commander gets 2 / 32 = 0.06 pts
Yeah, sucks. But:
Team with 8 men, all alive, each of them gets 1 kill except commander.
Commander gets 7 * 2 / 8 = 1.75 pts
Team with 32 men, all alive, each of them gets 1 kill except commander.
Commander gets 31 * 2 / 32 = 1.94 pts
Activity:
Team with 8 men, 1 captures the flag, others are all alive and well and waiting for jet.
Commander gets 1/8 = 0.12 pts
Team with 32 men, 1 captures the flag, others keep on waiting for jets and didn't start the teamkilling yet.
Commander gets 1/32 = 0.03 pts
Dead or alive:
8 men, 2 of them capture a flag, others are still on the deck. 1 Capture+1 assist=3 pts.
Commander gets 3/8 = 0.37 pts
5 on deck (because 1 was teamkilled), 2 on flag.
Commander gets 3/7 = 0.42 pts
6 on deck, 2 on flag, but one of them dies. 1 capture=2 pts.
Commander gets 2/7 = 0.28 pts
Rain of por, err, points (some conclusions):
Commander is penalised if there are only a few players in his team that actualy do something. He'd do better if the others were courtmartialed and shot.
It's true that commander gets less points on each event if there are more players, but the events also occur more frequently. So
with more players there is potential to gain (a bit) more points.
As the number of tickets is limited and they decrease with deaths and occupied flags, CommanderWhore (tm, (c) and (r) by me as nobody mentioned it before) should ideally play on a 64 player map, but not too full. There should be a lot of kills, but enemies should be revived to prevent the ticket drain, so remember to leave the enemy medic alive. Your team has to behave like they're at a Balkan wedding, constantly shooting in the air - the support guys are there for a reason. When capturing a flag entire team must be present but as soon the flag is raised they should run to another and let the first one be reoccupied by enemies. Statpadders and BH whores are a godsend too.
j/k
My understanding of a good commander? The main objective is to win the battle, not to keep people alive. But yes, you can't win if you don't keep them alive. Killing them on purpose to increase my score would be low.