This mechanic needs to be reworked; here’s the problem:
You’re tanking and find an enemy tank. You put a few hits into it, kill most of the occupants, and are ready to finish it off. Suddenly, one of your teammates comes out of nowhere and kills the tank. What do you get for your efforts? An assist. This needs to be changed.
When an enemy vehicle is taken down, the TWO people who did the most damage to the vehicle should get the kill. Anyone else involved should get the assist— whether it’s 1 person or 10 people. Just because you’re the last person to hit the tank doesn’t mean you deserve the kill.
I’m tired of giving my XP away to other people who wander in at the last minute and just happen to get the last hit on the vehicle. They get all the XP for minimal effort. Please fix this mechanic.
I dont think that this is a good idea because it completely breaks the logic of assists and kills. Giving damage = Assist. Finishing off = Kill. Removing the kill reward for those who actually finished off would be awful… and then there’s the timing. It happens to everyone, just be happy that your team is being somewhat cooperative instead of sitting around seeing an enemy tank destroy everything.
My suggestion would be to create separate types of assists. For example :
Assist = Marking tanks, inflicting damage to the vehicle and the crew, etc.
Major Assist = Causing a considerable amount of damage, killing tank crew, etc.
Well, here’s what doesn’t make sense to me: I have an enemy tank 99% dead, then someone else comes in and finishes off the last 1%. I get the assist—worth considerably less than a kill—and the person who happens along after I’ve done all the work gets the XP. Makes no sense.
Maybe this will make us both happy: The person who is the last to hit the tank, gets the kill. The other people get the assist. However, the XP received is based on damage done. So if the entire tank is worth 100 XP, the person who does 20% damage gets 20 XP. The person who does 70% damage gets 70 XP. The third person gets 10 XP—as an example.
The person who delivers the final blow receives a bonus for the “kill,” as you describe it—such as 25% of the damage they did. So if they did 70% of the damage and it was the final blow, then they would receive 70 XP plus 17.5 XP… for a total of 87.5 XP.
This concept makes the most sense. Just because someone is the last to hit a tank doesn’t mean they should get all the XP.
Seem to remember in WT, when i started, it worked like that, last hit, got the kill.
But they changed that, to who does the most damage, hence if you just kill crew, he took out the tank, they did more damage, than just kill crew, etc
Somehow i thought it was damage due to certain battle tasks that required assists/kills sort of thing, something like that idk, haven’t played it since feb
Its rather complicated and honestly I have really thought much About it because If something gets in my sights I go for the 1 shot/1 pass. No assists
But on the odd occasion when playing with mates, I have noted killing nearly everything in the tank except last 2 crew, And when my mate kills it, he get the kill, but not much more points/or less because I did the bulk of the damage.
I think score takes into account compartments destroyed
The thread is about tank damage, not crew damage. The crew is incidental.
I was clear about who got what and why. It’s based on percentages, which is the most logical approach.
How War Thunder—or any other game for that matter—calculates this sort of thing is irrelevant. If it hasn’t been done before, then maybe it’s time to start, because the way it’s being done now makes absolutely no flocking sense whatsoever.
Does it make sense for somebody to get 100% of the XP for capping a point if they wander in in the last few seconds? No, it doesn’t. So why should somebody get 100% of the kill on a tank when they wander in in the last few seconds to finish it off? Answer: They shouldn’t!
Not been argumentative to be annoying, I’m just clarifying why Warthunder was brought up.
Sorta is relevant, Because Its same engine, same assets, same damage system (even if old) and Will most likely be updated after merge to be even close in line with Warthunder engine
Big part of the tank kill is the entire package, Up to 5 crew and the tanks itself, so They cant wander off with 100% of the kill if you have already killed most of the crew (for which you will get the score and kill credit). Which also refers to “critical hits” calculation in Warthunder. (Tank cant die while 2 crew members are still alive, or in Enlisted all crew must die)
All that really needs to change, Is if you are the one that killed “All” or the “Last” crew member, Tank kill is also yours. (however that is debatable because unlike Warthunder, Abandoned tanks/vehicles can be recrewed)
You still haven’t provided a valid reason why this is relevant: Same engine—irrelevant. Same assets—irrelevant. Same damage system—irrelevant.
Just because something is done a certain way (and it could be done for 1000 years that way) doesn’t mean it can’t change if a better system comes along. Tunnel vision keeps people locked into only one way of doing something. Thankfully innovators have changed the world and gone against the grain of the majority; otherwise, we would still be living in caves and hunting with spears. Open your mind to new things.
Not true! The crew can exit the tank and survive before you kill the tank. And again, irrelevant. Tank damage XP & crew damage XP should be completely separate. And again… who cares how Warthunder calculates it. Irrelevant.
Forget about Warthunder and how Warthunder does it. Use your own brain to come up with solutions.
Its Valid because, as a system, it makes sense. It actually makes less sense to give the kill to the guy that did the most damage, when it’s still has the potential to kill players.
I explained why most damage doesn’t receive the kill… And quite frankly, if the tank can still kill players, it’s NOT dead, therefore you didn’t kill it, only disabled.
You might not have needed help, hence frustration…but it happens.
it is, as explained…you get the kill for each crew member you kill
If they are not in the tank…they are no longer a critical Module of the tank…you cant kill a tank while crew are still alive in it after being hit…so same difference.
TL:DR
I think the current system is better than giving the kill to the guy that did the most damage. And I can think of a dozen scenarios in game why.