Score algorithm
- Players start with 250 points
- For each kill:
- ... if the kill is one of the player's first 25 kills, they get 30 points
- ... the score for the kill = weapon_mod * max(0, min(3, victim_points/killer_points))
- ... the victim has the kill score deducted from their points, and the winner has it added
- ... if there was an assist, the person assisting gets 0.5 × the kill score (but the victim doesn't lose any more)
- For events: (not implemented yet)
- ... the event's score = event_mod * max(0, min(3, victim_team_points/killer_team_points))
- ... the person triggering the event gets 1.0 × the event score
- ... the team triggering the event gets 0.5 × the event score distributed among them
- ... if there was no specific player (e.g. defending dustbowl), the team gets the extra 1.0× distributed among them
- ... the team who the event was triggered against lose 1.5 × the event score between them
- For buildings: (not implemented yet)
- ... builders get building_points for each building they create
- ... destroyers get building_mod * max(0, min(3, owner_points/killer_points)) points from the building's owners
- Dominations/revenges:
- .. the dominator gets 5 * max(0, min(3, victim_points/killer_points)) from their victim
- .. revengers gets 4 * max(0, min(3, victim_points/killer_points)) from their dominator
Suggestions/possible future enhancements
- Sentry gun kills/destructions should be worth more points the more kills they've made
- Kills should be worth more points if they're in quick succession of another kill
- Kills should be worth more points if they're geographically close to the intel/a cap
- Kills should be worth more the longer a player has been dominating the victim?
- Class-based modifiers — scouts should get more points for killing a heavy than vice-versa
- Make team-based point distributions reflect player scores/contributions
Event modifiders
- intel capped 5
- intel defended 1
- intel dropped/picked up 0
- cap capped 4
- cap defended 1
Building modifiers
- sentry built 2
- dispenser/teleporter built 1
- sapper built 1
- sentry destroyed 2
- dispenser/teleporter destroyed 1
- sapper destroyed 1
Weapon modifiers
- fists 4
- syringegun_medic 3
- bonesaw 3
- shovel 3
- club 2.5
- fireaxe 2
- wrench 2
- sniperrifle (headshot) 2
- bat 2
- tf_projectile_pipe 1.5
- sniperrifle 1.5
- pistol 1.5
- knife 1
- knife (backstab) 1
- flamethrower 1
- tf_projectile_rocket 1
- minigun 1
- scattergun 1
- shotgun 1
- obj_sentrygun 1
- tf_projectile_pipe_remote 1
- revolver 1
- smg 1
- player 0
Class modifiers
| Victim\Killer |
Scout |
Pyro |
Soldier |
Demoman |
Heavy |
Engineer |
Sniper |
Spy |
Medic |
| Scout |
1 |
1 |
1 |
1 |
0.3 |
1 |
1.5 |
1 |
1 |
| Pyro |
1 |
1 |
0.8 |
1 |
0.7 |
1 |
1 |
1 |
1.1 |
| Solder |
1.5 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| Demoman |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| Heavy |
2 |
1.2 |
1 |
1 |
1 |
1 |
1 |
1 |
1.5 |
| Engineer |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| Sniper |
1 |
1 |
1 |
1 |
1 |
1 |
1.1 |
1 |
1 |
| Spy |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1.5 |
1 |
| Medic |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
|
CategoryTF2Stats
Page was generated in 0.0801 seconds