I discovered some annoying attributes with the accuracy stat and frankly I’m done being surprised by bad design decisions
So everyone already knows that the Sentinel beam counts as a single shot for every % energy in the magazine, and the heatwave counts as 6 individual shots each time it fires. They know that the bulldog counts as a single shot even if most of the shot misses the target.
All these attributes manipulate the outcome of the accuracy rating, and they’re just the top of the iceberg…
Because the Repulsor counts as 24-28 shots per use. And what’s worse, the shots don’t actually count as hitting a target even if you get a direct Repulsor hit on an enemy. (Incidentally it also does exactly 1 damage to people, not count what damage they take from impacting a wall behind them).
Therefore, you can shoot one bullet, get a direct hit, and then fire a Repulsor shot at someone, and the game counts as you registering 1/28 shots.
It’s wild how fast that can screw up your accuracy rating
I’m not sure, but I think I read on here that in swat when you headshot someone with the battle rifle the first bullet counts but the rest of the burst all miss as the target is dead already.
Can anyone confirm? I feel like it might even have been your wulfy who said it before on here, not sure though.
Also, that repulsor accuracy effect is shocking if it’s true
Most stats unfortunately can be manipulated significantly… for better and for worse. I am wondering which statistics people consider more important than others. Like which trend is the fad for now?
I think k/d ratio has always been and will always be the stat most focus on.
If I’m honest I don’t really look at my accuracy stat. For instance, if we’re about to win the game I just dance-crouch in a circle shooting in the air like an idiot. This probably affects my accuracy lol
Or I fire my remaining rockets at my teammates (since friendly fire is off in social) etc etc
That’s a very good question. I know any amount of the explosion hitting someone counts as 100% accuracy, but I’ll check and see it it does extra for multikills next
KD is a useful stat post game. Where you can clearly see the hard numbers and put it in the context of the game just played.
But it’s not so useful as a career stat. Where it just gets abused in an often toxic fashion.
Anecdotally I find people with high career KD to generally be toxic and/or woeful team-mates.
There are exceptions of course. But pounds to a penny they have been padding their stats camping in the background while someone else sweats the objective - or they spend their time crashing the fun of other’s in games like Grifball.
And it seems 343 agree - by not making KD front and centre in Waypoint stats.
I would love to see more done with damage. Broken down into effective damage (leading to a kill) vs escaped damage. And then go even deeper into damage over distance, damage by weapon, damage vs your own shields/health, intial vs subsequent damage, and so on.
Or kill and death rates. Which is the metric that actually influences your rank. It would be great to get that mapped vs opponent MMR. Or maybe just a single value of KPM vs an MMR set point. I don’t know what would be useful… maybe KPM vs the next division up (ie. 300 above your current CSR).
In the ole days you could check the discrepancy between ranked kd and social kd, and get a pretty good feel as to an actual skill rating.
Same would go for accuracy stats
Ironically in a game so dead set on having a high SBMM focus where everyone is matched in close-skilled lobbies, a high kd is the metric for how much better you are than the other people you play.
If you’re “equally matched” in terms of MMR, but outperform them regularly, then yeah, you’re better than they are.