CQC What is a reasonable kill/death ratio?

Been playing for some time - on my second pass through after getting the 50 ranking. Had OK days, terrible days, and some better days.

Some kill/death ratios seem so high . . .iIt is just hard for me to believe that some players are so good they get a ratio of 3,4,5, and up.

So explain the high kill rates for me:
1) Is it just that these amazing players play as a well organized team,
2) is it their proximity to a server,
3) is it their amazing skill,
4) or is have they hacked the program?

I have to admit that sometimes it feels like your opponent has an unfair advantage for some sort.
 
K/D ratios don't mean much to be honest. If you quit before the end of the match none of your deaths or kills count. So some people are artificially inflating their K/D ratios. Some of the really high K/D ratios are really good players (I am not one of them, have a modest 3.5 K/D ratio). Once you get in the 5 and up, there is some fishy stuff going on with some of those people.
 
Beyond a certain point, K/D mostly measures the inability of the matchmaker to find you like-skilled opponents. Mine is, for that reason, largely more embarrassing than something to be proud of. "Hey everyone, look at the seal clubber!"

When looking at ratios in the lobby, I just treat everything above 2.0 or so as in the "respectable threat" bucket. They get priority, if the pilots are otherwise unknown to me.
 
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I have not played much CQC but I have played a lot of competitive arena PvP. There are people that are really just that good with a joystick, but more than aim, they just understand how things in the arena move. They know where to be and when to be there. Good aim and movement help, overall positioning and battlefield awareness makes the big difference.

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Beyond a certain point, K/D mostly measures the inability of the matchmaker to find you like-skilled opponents. Mine is, for that reason, largely more embarrassing than something to be proud of. "Hey everyone, look at the seal clubber!"

When looking at ratios in the lobby, I just treat everything above 2.0 or so as in the "respectable threat" bucket. They get priority, if the pilots are otherwise unknown to me.

Yeah, this too, in an ideal world everyone would have ~1.0kd, because they'd be matched against perfectly even opponents.
 
Well, in a game where there's no way to have deaths or kills not count, the average KDR for all players should always be 1. So 1 or over and you're doing okay.

In games with a high skill ceiling (like Quake 3 or CS or Tribes, for a few examples) you can expect to see some players able to hit KDR of 5+ in matches against average or below average players very regularly, sometimes far more (i.e, 30+ kills and 0-3 deaths) without needing any kind of cheats.

As for CQC... haven't played it enough to comment for sure, but it seems believable to me that some players would be good enough to regularly carry a 5+ KD due to a combination of skill and teamwork.
 
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Been playing for some time - on my second pass through after getting the 50 ranking. Had OK days, terrible days, and some better days.

Some kill/death ratios seem so high . . .iIt is just hard for me to believe that some players are so good they get a ratio of 3,4,5, and up.

So explain the high kill rates for me:
1) Is it just that these amazing players play as a well organized team,
2) is it their proximity to a server,
3) is it their amazing skill,
4) or is have they hacked the program?

I have to admit that sometimes it feels like your opponent has an unfair advantage for some sort.

If matchmaker worked perfectly and there were enough players K/D would be in narrow range around 1.0 (matching similar skilled)

Unfortunately matchmaker is broken and there are few ppl playing. So It can be pretty much anything...
Hardware differences are also highly suspect - Obvious ones - two of the best players use Oculus Rift... Personally I use 2 separate machines and get consistently different scores (With slower CPU impeding my performance somehow) despite using same HOTAS and monitor. Don't have enough data points to be 100% sure yet. But getting there.
Some players just have amazing skills (thousands of hours playing similar games, etc)

That said, I think K/D ratio above 3.5 is suspect. Either exploiting (starting from the smallest one - arresting spin with FA flip ending with selecting matches and Teamspeak teams in Deathmatch) or hacking (comes and goes, but fairly common due to the wide availability of various hacking software/hardware tools)
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Hmm I was quite pleased with my 1.2...

Was....... :(
 
Yeah, I was one of those seals they were clubbing in the beginning. Had a ratio of .5. About 100 more deaths than kills.

I've climbed back to 1.4 - trying to get to 1.5 as my next goal.

I'm usually OK, averaging between 1.5 and 2 per session, until I run into someone who just seems like they always have overcharged engines and weapons and a kill rate of 3, 4, 5, etc. Then, its' get zapped, spawn, get zapped, . . . not fun.

That's when it looks a little suspicious . . .
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Yeah, I was one of those seals they were clubbing in the beginning. Had a ratio of .5. About 100 more deaths than kills.

I've climbed back to 1.4 - trying to get to 1.5 as my next goal.

I'm usually OK, averaging between 1.5 and 2 per session, until I run into someone who just seems like they always have overcharged engines and weapons and a kill rate of 3, 4, 5, etc. Then, its' get zapped, spawn, get zapped, . . . not fun.

That's when it looks a little suspicious . . .

There are some very good players out there. However if you do think someone may be being "a bit naughty" always use the reporting system,
 
As it stands now, I have a ~5.5 KDR. It used to be around 7.1 when I was playing TDM but DM is a little harder.

It has to be said that the majority (~90%) of the ED palyer base are extremely unskilled in terms of combat. Quick reflexes and good aiming as well as situational awereness and the like is simply not the strenght of the ED player base. This may be connected to the fact that the ED player base is mostly aged between 30 and 50 years.

But it is indeed possible to achieve a high KDR. So it would be 3).
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Quick reflexes and good aiming as well as situational awereness and the like is simply not the strenght of the ED player base. This may be connected to the fact that the ED player base is mostly aged between 30 and 50 years.

Hang on a min!!!:eek:

I'm 44 and you should see how quick my reflexes are when I see a pint in front of me. I've not missed one yet.... :D In fact I'd say my P/M (Pint to mouth) ratio is pretty much 100%
 
Hang on a min!!!:eek:

I'm 44 and you should see how quick my reflexes are when I see a pint in front of me. I've not missed one yet.... :D In fact I'd say my P/M (Pint to mouth) ratio is pretty much 100%

Absolutely right. Us "oldies" could show these "upstarts" a trick or 2 in that department
 
Hang on a min!!!:eek:

I'm 44 and you should see how quick my reflexes are when I see a pint in front of me. I've not missed one yet.... :D In fact I'd say my P/M (Pint to mouth) ratio is pretty much 100%

I don't believe that until I see it. Challenge me ;)
 
K/D doesn't really matter, but if it does for you for some weird reason.. Here are some tips:

- Try to never die.. Get into a match where you see too many good players, hide
- This means that when you get hit, put all to shield and boosters and rush to the stealth and shield powerups
- Try to stick to TDM.. don't try Deathmatch, it's bad for your K/D
- Employ a hit and run mostly.. remember that only safe kills are worth it. You mean to keep the amount of deaths down..
- Your Win/Loss ratio will suffer a lot.. because you don't do anything for the team, just your precious K/D ratio.

If you apply all these and only pop out of hiding when you are able to finish a couple off safely, you will have an incredible K/D and a terrible W/L.
 
HI, BoldyBald. Seen you in combat a few times. You're pretty good!

That said, I see this a little differently.

In Team play - the difference between kills and deaths is what benefits/hurts the team. If you get 6 kills but 8 deaths then the other team nets 2. (Your death is their point, right?)

Yes, in Deathmatch there is no penalty for deaths. The only goal is to score the most points. Better to just keep plugging away regardless of danger - as that's the way the game is scored. (I don't care for that method of scoring - how in the world (galaxy, universe?) would losing a ship not be considered a negative. In regular play there is a hefty insurance cost if you lost your ship. I know - I have a fully outfitted python that I've lost a time or two.)

I don't really care much about Deathmatch wins. I'm happy to score in the middle of the pack and raise my kill ratio up to respectable number. I'm up to 1.44 - whoohoo!!

The point of my original post - I suspect that high kill/death ratios are a pretty good indicator of hacking. I was just asking if other shared that view.
 
My KDR is currently about 5.2, falling slowly as I try and adjust to not using the weapons powerup. Unfortunately, the nature of deathmatch means that it's pretty tough not to "sealclub". I leave matches when there aren't any high level pilots, but most of the times I play there are only 1 or two, and I have to kill relatively inexperienced players just to have a chance of winning.

It's very possible to get a high KDR without exploits or cheats (I don't consider FA-off spin compensation a cheat: the rate of spin deceleration is clearly bugged-level high with FA-on)

EDIT: KDR is higher depending on your playstyle: I'm overly conservative, trying to survive rather than get kills due to personal preference. My win rate would likely be higher, but my KDR worse if i flew more aggressively
 
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My KDR is currently about 5.2, falling slowly as I try and adjust to not using the weapons powerup. Unfortunately, the nature of deathmatch means that it's pretty tough not to "sealclub". I leave matches when there aren't any high level pilots, but most of the times I play there are only 1 or two, and I have to kill relatively inexperienced players just to have a chance of winning.

It's very possible to get a high KDR without exploits or cheats (I don't consider FA-off spin compensation a cheat: the rate of spin deceleration is clearly bugged-level high with FA-on)

EDIT: KDR is higher depending on your playstyle: I'm overly conservative, trying to survive rather than get kills due to personal preference. My win rate would likely be higher, but my KDR worse if i flew more aggressively



So, firstly, 5.2 - like, wow. I'm thinking anything over 1.0 is time for a happy dance. Congrats.

So, speaking as as spokesman for the "sealclub," could you expand a little on your comments about FA-off spin compenstion?
 
So, firstly, 5.2 - like, wow. I'm thinking anything over 1.0 is time for a happy dance. Congrats.

So, speaking as as spokesman for the "sealclub," could you expand a little on your comments about FA-off spin compenstion?

When you collide with ships or objects (especially in the Imperial Fighter), you sometimes go into a massive tailspin that can take 10+ seconds to die down.

However, deceleration values for spins for some reason are much greater in FA OFF than on: so toggling FA off stops you spinning instantly.

It's a pretty niche use tip, and I see it as working around a bug (IE spin deceleration values being far too low with FA on)
 
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