Infiltration V2.86 scoring...please advise

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Throat Slitter

New Member
Feb 26, 2004
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Hi,

Newbie here ;)

I am trying to figure out how the scoring system works.

Gametype is INF -teamgame

Game consists of 5 rounds of 4 minutes each. Reinforced count is 35. No bots. Friendly fire set to 0% on request from challengers (Team B)

Team A : 2 members / 9+8= 17 deaths / 44% & 48% accuracy / 22 kills / 13% teamwork / 30% team effiency.

Team B: 3 members / 5+7+12= 24 deaths / 14% & 6% & 14% accuracy / 17 kills / 11% teamwork / 12% team effiency.

Why did Team B win when all Team A's stats were better?

Also there is no mention of Stand-Off Mode in the manual. Can anyone elaborate?

If you have teamwork %, what is the team efficiency % for?

Any help would be appreciated.

BTW I have set the reinforced field to 35 also on request of the challengers as they quickly lose interest when they have to sit out most of the rounds.

We only play LAN games as our internet connection is too slow for online.
 

Throat Slitter

New Member
Feb 26, 2004
5
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Crowze said:
The scoring in 2.86 Team Deathmatch is solely based on the number of rounds won.

Yes I know that....but if I do a round to round comparison Team A still has better stats but does not always win the round. When I changed it to 1 round Team B always won the round even though Team A had better stats for all the counters? Is'nt the object to infiltrate their base and kill as many of them as a team while dying the least. Sometimes Team A has over 100% efficiency but still loses?
 

[C22]-Mort

Retired but wearing the tag with pride!
Aug 18, 2003
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Cornwall
www.morte.force9.co.uk
TDM is all about killing ALL of the opposition.

If both teams have men left alive then it's tied, If Team A loses all its men then Team B win, if Team B lose ALL it's men then Team A Win.

The statistics are just a bonus :D
 

Throat Slitter

New Member
Feb 26, 2004
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[C22]-Mort said:
TDM is all about killing ALL of the opposition.

If both teams have men left alive then it's tied, If Team A loses all its men then Team B win, if Team B lose ALL it's men then Team A Win.

The statistics are just a bonus :D

Thanks for the replies guys. Although now I'm nore confused. Since the reinforced is set to 35, and Team A almost always has less deaths, that would mean that Team A would always have more "men" left at any given time. Or does it only matter at the moment the round ends? In anycase, the second you die you respawn, so should it matter?

Another question, is there a possibilty of cheating going on?

I only way I can think of ensuring team A wins is if I set the reinforce counter to zero - which would normally result in Team A winning. Then I run the risk of team B not playing as then they would be spectators often. It would also encourage "camping" and always having Team A on the offensive as Team B is renowned for just hiding and waiting. Then getting to use the knife would become rare.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
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Aachen, Germany
infiltration.sentrystudios.net
TDM:
goal: kill all enemies
win round condition: kill all enemies (nothing else)
win match condition: win more rounds than the other team (nothing else)
reinforcements: reinforcements are the number of additional lives per player
=>
Team A) 35 reinforcements, means 36 lives * 2 team members = 72 lives
Team B) 35 reinforcements, means 36 lives * 3 team members = 108 lives
 

Throat Slitter

New Member
Feb 26, 2004
5
0
0
Beppo said:
TDM:
goal: kill all enemies
win round condition: kill all enemies (nothing else)
win match condition: win more rounds than the other team (nothing else)
reinforcements: reinforcements are the number of additional lives per player
=>
Team A) 35 reinforcements, means 36 lives * 2 team members = 72 lives
Team B) 35 reinforcements, means 36 lives * 3 team members = 108 lives

Understood - why does Team A still lose when having a greater number of reinforcements left (i.e Team A number of deaths is less)?
 

Throat Slitter

New Member
Feb 26, 2004
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Ahah

Ahaaaa.....I think I got it.

In the rounds the team who killed ALL of the opposing team's members the highest number of times will win? E.g Team A's 2 members died say 5 times each while 2 members of Team B died 10 times AND the 3rd member of Team B only died 3 times TEAM B will win even though TEAM A has a 23 overall kills VS Team B's 10 overall kills.

If that is the case, maybe this game is not for me. There are not a lot of players in the game and I cannot sit around and wait for the enemy getting one every 5min. Nor do I like it when the opposing people hide themselves so far away that it takes 10-20min just to find one of them. Where's the skill in that. That type of gameplay would suit Unreal Tournament campers(losers) who can only kill by hiding and waiting which in the end just leads to nobody playing the game anymore. What game would suit my requirements?

I am pro stats - that way your enemy cannot deny having been whipped.


So how is 2.9 going to solve this problem?
 
Last edited:

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
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www.cleeus.de
2.9 >>>>>>>>>>>>> 2.86

New weapons, new gamemodes, new maps!!!

I cannot beleive how someone cannot know why to upgrade to 2.9 - man we were waiting 2 years for the new release, it's a totally new game.
 
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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Throat Slitter said:
Understood - why does Team A still lose when having a greater number of reinforcements left (i.e Team A number of deaths is less)?

again, nobody wins due to the number of reinforcements left in TDM... they count nothing in the end...
All that counts in TDM is the elimination of the enemy team.
If Team A has 72 lives then team B has to kill 72 opponents to win the round. If Team B has 108 lives then Team A has to kill 108 opponents to win the round. Easy counting numbers... nothing else involved. So the stats you see on the scoreboard are only stats and have nothing to do with winning or loosing.
 

ecale3

Sniper - May be harmful to your health.
Jul 13, 2001
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Maryland Bitch.
www.ecale25.netfirms.com
I am going to warn that throat slitter's post irritated me severely.

Throat Slitter said:
Nor do I like it when the opposing people hide themselves so far away that it takes 10-20min just to find one of them. Where's the skill in that. That type of gameplay would suit Unreal Tournament campers(losers) who can only kill by hiding and waiting which in the end just leads to nobody playing the game anymore.

The skill is having the patience to allow people like you to walk right into our sights, and once there, putting one round in your empty, worthless head. Just because you are too stupid to understand that A) This isn't Unreal Tournament, and B) waiting in ambush is a smart and viable tactic doesn't make that Tactic lame. Besides if you set the damn last player timer you won't have to wait forever. You could even try politely asking the last player to not wait in ambush but rather try to find the enemy more actively.


Throat Slitter said:
What game would suit my requirements?
Counter-Strike
 

spm1138

Irony Is
Aug 10, 2001
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Throat Slitter said:
Ahaaaa.....I think I got it.

In the rounds the team who killed ALL of the opposing team's members the highest number of times will win? E.g Team A's 2 members died say 5 times each while 2 members of Team B died 10 times AND the 3rd member of Team B only died 3 times TEAM B will win even though TEAM A has a 23 overall kills VS Team B's 10 overall kills.

If that is the case, maybe this game is not for me. There are not a lot of players in the game and I cannot sit around and wait for the enemy getting one every 5min. Nor do I like it when the opposing people hide themselves so far away that it takes 10-20min just to find one of them. Where's the skill in that. That type of gameplay would suit Unreal Tournament campers(losers) who can only kill by hiding and waiting which in the end just leads to nobody playing the game anymore. What game would suit my requirements?

I am pro stats - that way your enemy cannot deny having been whipped.


So how is 2.9 going to solve this problem?

2.9 features game-modes with timed objectives and reinforcements.

As soon as you give one team something they must go and do within a time limit so as not to lose everything gets a lot less camp-y.

Even with completely uncoordinated disorganised teams you've got these physical locations on the map that everything revolves around.

Much more interesting than TDM.
 
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Deathrow

known as LifeRow
Sep 24, 2003
103
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Btw you got excellent scoreboard mutty on InfGermany and SG team deathmatch servers. Check it out if you're into TDM.

I like both TDM and EAS, but TDM on large maps can be boring with 2 ppl camping on each side of the map, waiting for eachother.