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Posted: Wed Aug 23, 2006 4:10 pm
by KofiMan
Wasn't there that game posted with stats that showed Weed with just barely a 48, with no ejects, so he must have had it?
Posted: Wed Aug 23, 2006 4:12 pm
by mcwarren4
If I recall correctly, Weed had a kill total in the 80's with no ejects that game. It was pretty funny toward the end. There were at times as many as five pilots boosting after him to finish him off and were unable to catch him.
Posted: Wed Aug 23, 2006 6:11 pm
by ShadowFox_
Vegita got 128kills yesterday in our TF/IC stalemate game.
Posted: Wed Aug 23, 2006 7:16 pm
by Lykourgos
My loyalty is entirely to Mathematica.
Posted: Wed Aug 23, 2006 9:26 pm
by Psychosis
its all a matter of time, if a game goes long enough you can get alot of kills, its the game where you get 100 kills in <100 minutes.
kills per minutes is where it is at.
Posted: Thu Aug 24, 2006 6:46 am
by Snack
Yes, running away. The ultimate intho skill. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
This is why you won't get a big bonus with TF, but are guaranteed one with Dreg. I've had as much KB as it's humanely possible in real game situations and frankly, it's more of a nuissance then a bonus. You paint a big target mark on yourself and generally (as in a Weed example) have to run away more often then not to keep it. This is of course bad, since any intho with 30+ bonus is almost as deadly, can risk more for "that extra kill" and can get that bonus back in no time.
With an invention of tech like dis3 (aka "retard gun") it's even harder since any newbie with a general sense of direction and a knack for slightly missing your ship model, becomes a deadly threat.
Anyway, IMHO only the best players though, will have the nerve to take their 40+ bonus, attack an important enemy miner in a suicide mission or sit in a stealth bomber with their huge KB, risking death by a measly scout, to destroy an important tech base. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Those are usually the ones who had plenty of 48 KB's in real games and are not afraid to use it and lose it for a good cause.
As far as that IC/TF game goes, I really don't get where the problem was. When I joined we had IC hvy ints with ship hull ups and TF hvy ints (including our good old Veggie here) died pretty much without a problem to the tech we had. Must be something I missed in 2 and a half hours before I joined. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
BTW Pscyho, I don't remember anyone ever getting so much kills per so many minutes. Even inthoes need to have a couple of tea breaks. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Of course, if we had a larger player base and more games running side by side, this just might happen some day.
Posted: Thu Aug 24, 2006 7:44 am
by Shizoku
For time:kills ratio, scout > all non-dest ships.
Posted: Thu Aug 24, 2006 12:21 pm
by Raindog
Unless we have or are about to get sbs, I basically treat my KB as simply a quick ticket home. In most situations I will help the team more by not running, getting podded and get back into the fight quickly. Right now I have 13.68 kills/hour and 8.01 Ejects/hour both of which are among the highest around. As a comparison, Weed has 15.73 kills/hour but only 3.71 ejects/hour. Quite frankly, I think my high ejects(and subsequent pks) do alot to artificially boost my kills/hour since I am rarely in a pod for long.
Posted: Thu Aug 24, 2006 12:31 pm
by Raindog
Just for fun, some more kill/ejects/hour for the top dogfighters
Name Kill/h Ejects/h
Trasher 17.74 5.70
Culm 16.77 5.09
Snack 16.10 6.71
Aarm 10.66 4.90
Posted: Thu Aug 24, 2006 12:32 pm
by Weedman
I don't defend miners, cons, htts. I basically do jack @#(! all game like Snack said.