CQC CQC is a joke.

My biggest issue is the stats page. Your W/L is combined with your Deathmatch W/L, which statistically you would loose more often.

I would fear someone who has a 100:1 KD ratio than someone who has a 65% WR / Unicum winrate with terrible K/D. Then again it's a bit early for all this and you can't actually see others stats can you? There is no hall of fame?
 
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Your argumentaion line is a joke
105%. The K/D in shooters is not an indicator for skill. When plaing BF e.g., I sometimes deliberately get killed or kill myself to get into a better position. Midiott

Afraid I'd have to say he does has a point IMHO.

If you consider the results he showed:-
6 Kills + 1 Assist - 6 Deaths = 650 points
5 Kills + 1 Assist - 0 Deaths = 550 points​

ie: The second player managed to achieve basically the same as the first, and did so by not diying six times, yet was scored less? Someone could score even higher with:-
6 Kills + 2 Assist - 99 Deaths = 700 points​

I guess the reason is they want a "praise the good" and "ignore the bad" type of reward system.. Which is understandable. And I suspect it's probably for the best.



Personally I don't really care about the whole scoring system in it. TBH, after reaching a kill/death ratio of about 10, I sort of felt like I'd been there and done it all each time I play a game again, so I've stopped now.

I'd much rather see this sort of fighter combat included within the core game for a reason, where death means something. ie: Missions to go and protect capital ships or a platform using fighters etc. (Ideally in a wing with friends)
 
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Your argumentaion line is a joke
105%. The K/D in shooters is not an indicator for skill. When plaing BF e.g., I sometimes deliberately get killed or kill myself to get into a better position. Midiott

hands away from controlls and let the enemy kill you = no skill involved
successfully escaping enemy behind your back = skill involved

The problem will be solved if
1. Respawns would take longer because now letting yourself be killed and respawned is faster than avoiding atatck
OR
2. Score penalty for each death I suggest -50 points
 
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Afraid I'd have to say he does has a point IMHO.

If you consider the results he showed:-
6 Kills + 1 Assist - 6 Deaths = 650 points
5 Kills + 1 Assist - 0 Deaths = 550 points​

ie: The second player managed to achieve basically the same as the first, and did so by not diying six times, yet was scored less? Someone could score even higher with:-
6 Kills + 2 Assist - 99 Deaths = 700 points​

Where's the problem. Deaths do not count. As mentioned, sometimes, getting killed or deliberately killing yourself in a First Person Shooter is a valuable strategy. Why punish for that?

- - - Updated - - -

hands away from controlls and let the enemy kill you = no skill involved
successfully escaping enemy behind your back = skill involved

The problem will be solved if
1. Respawns would take longer because now letting yourself be killed and respawned is faster than avoiding atatck
OR
2. Score penalty for each death I suggest -50 points

A bad K/D does not mean that the player is not skillfull. I've seen players in BF4 with a low K/D that kicked my ass every round. Some players (me included) are playing more aggressively, taking a death for faster respawn and thus a higher kill count into consideration. It can be a tactical element. Players with a high K/D (especially BF4 players) are often (or sometimes) very conservative players lingering around somewhere and killing from a "secure" position. That's also a way of playing the game. But from my perspective, there's less fun involved.

CQC EXAMPLE: If I have someone on my tail and I'm about to die (most probably), I just let myself getting shot into pieces instead of trying to escape. I might manage to escape but then I have a half broken ship and will most probably get grilled within the next attack of another player. That costs me 2 x time (escape + another fight which might end in my ship getting grilled). Just getting crushed immediatel saves you a lot of time and you can restart with a "fresh" ship with a much higher chance to score.

It's a tactical element for me when I aim for #1 ranking. It just is. It's a winning strategy (at least with the recent CQC settings). Why not take that advantage? You have to adapt to the map, not to whishful thinking.
 
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TBH, after reaching a kill/death ratio of about 10, I sort of felt like I'd been there and done it all each time I play a game again, so I've stopped now.

I'd much rather see this sort of fighter combat included within the core game for a reason, where death means something. ie: Missions to go and protect capital ships or a platform using fighters etc. (Ideally in a wing with friends)

Very nice KD. How many games have you played? For me, there is sometimes games where the opposing team is basically killing you soon after you spawn, and for me, keeping KD 1 in these games is ok. Or what do you do in games where your side gets absolutely hammered?

There are games, where people leave in the middle of the game, and it is 2vs4. Keeping KD 1 in these fights is ok to me.

Definitely interested to learn more how to handle these situation, advices?


hands away from controlls and let the enemy kill you = no skill involved
successfully escaping enemy behind your back = skill involved

The problem will be solved if
1. Respawns would take longer because now letting yourself be killed and respawned is faster than avoiding atatck
OR
2. Score penalty for each death I suggest -50 points

1. This is probably ok idea. It takes longer to recharge your shields than it takes to respawn.
2. Give score from KD?

It could be also so, that you get 1 life and you stay dead, until one of the teams is dead, then restart. 5 games, 20 lifes in total. Victory calculated by how many matches your side won. This would be more like esports to me, I would prefer. Would also stop feeding and fix the issues with scoring system. This is for Team DM, could work with capture the flag.

edit.

CQC EXAMPLE: If I have someone on my tail and I'm about to die (most probably), I just let myself getting shot into pieces instead of trying to escape.

I highly believe it was never meant to be like this. That is why it is an issue. It is also, simply lame?
 
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Where's the problem. Deaths do not count. As mentioned, sometimes, getting killed or deliberately killing yourself in a First Person Shooter is a valuable strategy. Why punish for that?
Did you notice the very sentence you cropped off in your quote from my comment?

I guess the reason is they want a "praise the good" and "ignore the bad" type of reward system.. Which is understandable. And I suspect it's probably for the best.​

A bad K/D does not mean that the player is not skillfull. I've seen players in BF4 with a low K/D that kicked my ass every round.
For me, I'd rather have a 5-0 (kill to death ratio) in a game than a (6-6)... The first shows some finess. The seconds shows a more brazen approach IMHO, especially when suiciding to better your own position ultimately improves an enemy's score... I gave the enemy no points (with 5-0). With 6-6, I'd give them 6 in my eagerness to "demonstrate my skill at tactical dying" :)

If you're happy 6-6 deserves a better score than 5-0... Fine... Personally I know which I'd prefer :)

But let's remember, we're talking about CQC, where you can theoretically reach Elite standing in it without ever firing a shot or killing anyone. Hmmm...
 
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I highly believe it was never meant to be like this. That is why it is an issue. It is also, simply lame?

From a very early stage I thought the respawn times were too quick. So death is not penalised enough. The problem is though it then risks turning into mob rule. ie: In team Deathmatch one side loses 2 players, who then take sometime to respawn (ie: longer than now), sO then it's 4 vs 2... and if the respawn time is longer, it risks staying like that for sometime...

Hence I suspect why the respawns are so quick, which simply means death is meaningless...

Would be interesting to increase the respawn time a bit each time you die :)
 
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From a very early stage I thought the respawn times were too quick. So death is not penalised enough. The problem is though it then risks turning into mob rule. ie: In team Deathmatch one side loses 2 players, who then take sometime to respawn (ie: longer than now), sO then it's 4 vs 2...

Would be interesting to increase the respawn time a bit each time you die
smile.png

So if there would be 4vs4, no respawns. When one side wins, everyone spawns again? Best of 5.

I know that people would need to wait between the spawns, but WOT, Warthunder, CS:GO, MWO, etc., etc... Do it like this. Could work in ED as well.


edit.
And yes, increased respawn timer could be a fix as well.
 
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IMHO
from the game mechanics point of view if you are the first in #kills and also first in #of deaths (i.e 6-6) then there is something flawed in game mechanics
 
I highly believe it was never meant to be like this. That is why it is an issue. It is also, simply lame?

Well, what do you want to do?

- Punish less skillfull players for getting killed? I read this somewhere. But that's not an option.

- Increasing the respawn time? That would completely kill the action driven fun that CQC provides. The main game is already slow and boring with looong waiting times. CQC is there for players who are totally bored flying around for hours (in the main game) without much happening. It's for players who love P2P fights. It's fast, it's packed with action, it's great!

CQC is the only reason why I started playing E : D again. I stopped months ago.

CQC finally provides what the E : D launch trailer tried to sell. Fast great multiplayer spacesim action.
 
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CQC is the only reason why I started playing E : D again. I stopped months ago.

I had a long break as well. CQC brought me back in action. It is fun, I cannot deny that. I really would like to see this kind of gameplay also in the core game. Wings action in similar manner, but that is probably not going to happen. Still, they could start creating content and stop creating Horizons imo. CQC could have waited as well. The game sucks because there is nothing to do, and even less in a wing, just grindy minigames. And I suppose David just don't get it.


Still, CQC could be better ;) And I know, that more I play, more those small things start to annoy me. Then I quit CQC.

I think the ideas given here, could be fixing the issue, maybe the devs can refine something out from those. I still really like that when you die, you are back in action really fast. No wait times. But, it can be that the disadvantages are too high.

But then, why do I have to hide for rather long time to charge my shields? It is probably faster to lose your shield totally, and wait the recharge time to get full shields again.

Anyway, I think dying should be something you want to avoid. Atm. it is not, and imo that is not cool. Maybe each kill could decrease your points? In DM, if someone has lot of points, you want to just kill him. Would definitely create new tactics in the game ;)
 
This is the normal gameplay for first person shooters, see Unreal Tournament, Quake, Halo, etc. Getting fragged is cheap in those games as it is in CQC (no rebuy cost) so the only thing getting drained is your ego (no offense) not your in-game wallet. Once you get past the ego thing the enjoyment can begin. The primary rule is: dying is no problem just try to make others die more often than you.
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I've played Unreal Tournament since '99 and initially I felt I had no chance and everybody was cheating but after the initial shock I realised I had to embrace another mentality and I loved UT ever since (still do) and I'm not particularly good at it (too old to have that fantastic eye-hand coordination 16-year-olds have).
 
In DM you have to be aggressive or someone will snag the victory from you.

The skilled player will pick the right strategy for the mode.

Have some rep CMDR.

And fully agreed with the post above. I was a very active Unreal and Quake player (when I was younger...). ;)

Took one day off from work when ut2k4 was released.
 
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This is the normal gameplay for first person shooters, see Unreal Tournament, Quake, Halo, etc. Getting fragged is cheap in those games as it is in CQC (no rebuy cost) so the only thing getting drained is your ego (no offense) not your in-game wallet. Once you get past the ego thing the enjoyment can begin. The primary rule is: dying is no problem just try to make others die more often than you.

Absolutely agreed... But if we do consider the score example (potentially from a Team Deathmatch?) which merited some of the comments:-
6 Kills + 1 Assist - 6 Deaths = 650 points
5 Kills + 1 Assist - 0 Deaths = 550 points​

The first player was scored higher, even though they gave the other team a quarter of the points needed to win (by being destroyed 6 times), and as such got a net score of 0 (ignoring assists). The second player did not give away a single point to the enemy, but still gained 5 for his team, a net score of 5 (ignoring assists)...

Again, I'm not suggesting the score system needs to change, but it is interesting 6-6 is deemed "better" than "5-0", when clearly it's hard to argue that (certainly in Team Deathmatch IMHO).

Anyhoo...
 
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I hear ya Neil, and maybe in future revisions, they'll implement some penalty for death - maybe a reduction in points. Dunno.

But I'm in your camp. I'm not into the "first to get 750, and die 7 times to get there" group. I work on increasing my survivability - how well do I utilize cover? Can I pick my fights and keep situational awareness? Going 6 - 10 kills with 0-2 deaths is a victory in my book. I'm not big on K/D ratios, except as a measure to my progress. No ePeen to wave around. In game, I use K/D as a measure against my opponents. See a similar level player, but with a 1.0 or less? I see they've got double the wins. That tells me they run into the open, and kill before they get popped. No strategy... just get the kill first to get the points.

Alternately, I've run into matches where everyone is at the same level, and close to the same K/D ratio (or even higher). We ran the timer out before a team got 25 kills. It was like a ' chess match. A lot of flying and tactical play, and very few give-away deaths.

I'd prefer those chess matches any day...
 
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Well I can compare CQC to world of warplanes or war thunder. Those games actually involve flying something and shooting something like CQC
world of warplanes - no respawn if you get shot down over, bye, you can join another match
war thunder - you can bring two more planes (I think) in combat to get two respawns thats it
 
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