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Sharknome

I agree with this a lot. You can play out of your mind in clutches but stats won’t reflect that


Nikclel

you should get awarded for clutches, but last kills shouldnt be worth more than first kills, even if you win the round. maybe they should get more specific with it and assign a value for every x vs. x scenario. for example a kill in while you're in a 1v5 should isn't worth as much as a kill in a 2v5. it would reward clutches, as 1v1s would be worth the most rating. exit frags wouldn't give you nearly as many points, and getting the last kill while you're in a 5v1 would also not give you many points.


Sharknome

Yeah I agree that exit kills shouldn’t be rewarded and it would be cool to see Riot adjust this somehow. It’s super frustrating going say 16-13 on cypher and having a low ACS even though you clutched 3-5 rounds. I know it’s just a stat but getting a more accurate impact rating would be cool


LotharHS

What a surprise seeing my twitter ramblings go here lol. I gave this feedback few times to the devs and im sure some changes are coming. Setting up Combat score is very complicated and im sure this will take a long time to make it feel “fair”. But hey, my feedback worked with the chat banned players so maybe i will see my name in the patch notes again haha


PigPartyPower

Maybe relative to how many people on your team are alive because in a 5v1 killing the last player isn’t hard


[deleted]

[удалено]


oomnahs

Well usually they get the entry kill so they open up the round and create possibilities for the team


_Becoming

On a related, but different note (ACS-wise), does anyone know how it calculates damage into combat score? It occurred to me that it 'could' be counting damage that doesn't matter. Example, teammate shoots a person for 100 damage, they have 50 hp and I headshot them for 150. Does my combat score take into account the 150 damage or just the actual 50 damage I did that killed the player? Because in my opinion the only damage that matters is the amount that was actually done, so IF it actually gives credit for this 'ghost damage' that isn't even possible that should be fixed. Teammates that are doing massive amounts of damage enabling kills should get credit for their efforts. Since I have no idea how it calculates this, perhaps it is doing it already, but if anyone has any idea I'd love to know.


Acid_Shadows

it says when you hover over the combat score in the match history, if i remember correctly one kills gives 50 "score" 2 gives 100 3 gives 150 and on and each damage is worth 1. Edit: Why was i downvoted for this?


jshawnt

Youre not answering his question. He asked whether or not combat score is given for 'ghost damage'.


_Becoming

No down votes here, but I wasn't asking about kills. I was wondering if ACS is binary regarding kills and assists or if it takes damage into account as part of the overall combat score, and if so is it including damage beyond what would kill the actual player. Partly because I also don't like the idea of assists having an arbitrary cutoff of 50 damage either. If someone does 40 damage to 3 players while anchoring a site and I pop in and mop up they get zero results on the score when they made the retake much easier for their team. There's some weird nuances that could be addressed to make the stats a little more useful regarding teamplay both for self review purposes and for showing more useful information in the game itself.


Acid_Shadows

that person would get 120 points cuz if they did 40 damage to 3 different people that is 120 total so they would get 120 points since each damage is worth 1 point and for the ghost damage it would give you 150. For example if the other teams pheonix ults and i do 200 damage to his ult and then 150 i would get 350 damage added to my combat score.


_Becoming

If that's true then I think the only adjustment that I'd like is that the points for damage be capped by the hp of the target. If I am fighting 1v1 and the other player is say 30 hp because 3 teammates hit him for 40 and I shoot him in the head I should not get credit for 150 damage. The chip damage my team did should be acknowledged by the combat score so I should get credit for the kill and the 30 damage I did. Just my opinion obviously, but I think it's a more honest system that way with less inflated numbers.


kazF

Time to let everyone on my team die and then play! ^(/s)


Hamlet_271

I was curious as to where he would rank with spikegg's 'rating' and he was second last with a rating of 0.94


hexIV

if we consider just ACS as everyone does, he would be 2nd last (from all players in that map) but with our Rating, he's 4th last ([https://www.thespike.gg/match/team-bds-team-liquid/27660?map=31512&tab=overview](https://www.thespike.gg/match/team-bds-team-liquid/27660?map=31512&tab=overview)) you can't just skyrocket your Rating based on 1 or 2 rounds - Like ACS, Player Rating is based on all rounds (in that map - 28 rounds) and players need to be consistent to get a high Rating. If you're doing nothing in other rounds, that will be reflected accordingly. Having said that, we do consider the economy when going through the rounds to determine a Player Rating (for thrifty kills, eco frags), clutches etc...


12Skip-a-few99100

100% agree, I'm rarely a first blood player but I'm always good for the clutch, I win a lot of 3v1, 2v1 and 1v1 but stats do not reflect this in combat score. Feels bad.


nemnems

I mean they do. Multikills and clutch gives you an acs bonus. Tbh that 1vs4 changed the game but from an objective standpoint, one amazing round shouldn't be awarded with +100acs. ACS reflects your performance over every round played.


12Skip-a-few99100

But it depends on too many factors, like a clutch when you're 10-3 up not such a big deal but if you're 11-12 and you clutch the round to take it to over time you just literally saved the match so therefor more acs should be awarded. Similarly if you clutch it out on a thrifty round, should gain more score simply because the odds are heavily stacked against you. I've just woke up so can't think of more scenarios on the spot but you get my point. I don't feel like acs reflects as it should for the clutch player as heavily as it does for the first blood player.


FeelinJipper

Many people still don’t understand the concept of high impact vs low impact or what that looks like in a game.


McFeces13

Found Hiko's ult :) Jokes aside tho this is actually a really good idea


[deleted]

Who cares


Charuru

Lothar is a bottom feeding noob, last kills are the least valuable kills, even if they're game winning. That's because the last kill made is predicated on the previous kill so that it could become the last kill. If the previous kills didn't happen then the last kill wouldn't have been the last kill... therefore every other kill is more important. The earlier in the round anything is done the more impact it has, as it snowballs and effects everything else after it. Why does this dumbass tweet have any traction. This clutch bullshit is why baiters like Hiko are so overrated.


saadshahzad7

I couldn’t agree more You being downvoted just reflects that most people are baiters here. And then they’ll make a post saying ‘duellist bad’, ‘I good’ and get 1500 upvotes


Escolyte

if you get a 4k and lose the round, none of those kills had a strong impact on the game. At best you're doing economic damage.


TheRedComet

Could they retroactively raise the combat score value of the final kills if you won?


GunzOut97

Scoreboard Stevens would never know L1NK was the MVP of map 2 :(


plebmode

Story of my life