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MalumAnteMachin's avatar
6 years ago

Kill assists registration flaws

Alrighty. Here's yet another thread complaining about the assist tracking in ranked :P. I'll try to be more specific here and offer some constructive input 😉.

First of all: I strongly approve of the system (probably like all other players here..). Kill stealing has been way too annoying back in the old days :D.

Even though I haven't found any concrete sources of how the tracking actually works, I'm pretty sure that there are two factors that count:

- Dmg before done to target x-seconds before it got knocked.

- Hit with a supportive ability (like crypto or bloodhound scan) x-seconds before the target got knocked.

Which is generally great but there are a couple annoyances which are not accounted for:

Problem 1: The timer feels way too short.

The fights in Apex sometimes are over in mere seconds. In those scenarios the kill / assist tracking feels as I would imagine it does.

However.. a lot of fights are stretched over a minute or even longer. In those fights I noticed that I might end up with 0 assists even tho I contributed a lot or even most of the dmg.

Example:

Image hitting someone down to 1 hp. Your team starts to chase a pathfinder or wraith through a couple buildings. The chased player has no time to heal but your team also gets no clear shot.

Finally someone hits - you get no assits because your contribution was too far back.

Problem 2: Rez resets assists

ESPECIALLY if a lifeline is involved.

I really like the new passive of her BUT... for assist tracking this is an absolute nightmare. You knock 2 Targets.. lifeline comes around and knocks me. Then starts to rez. Currently the assist counter seems to reset on successfull res. Your teammate comes around and knocks the lifeline and one shoots both of the other guys who are still low.

This feels very unfair - and annoying. Esp if the lifeline rezzes ppl multiple times. The thing is: The knocked players are knocked and out of position because of the person who knocked them FIRST. A rez should therefore not reset the assist counter imo.

Due to this behaviour I find my self dieing because I chase way to deep to re-hit a target that I knocked, just to be sure to get the damn assist scored. Which should not be the case imo. The focus should be on finishing the enemy squad and not "chasing after the points". The points ought to be accredited if you play the game (contribute to the teamfight). I know it is not easy to be 100% correct on this stuff.

I have a few ideas of how to improve the tracking system though:

- Dmg done to a player is tracked for 30 seconds - 1 minute or even longer. Assists are awarded if any dmg was done by you in that time your team knocks the target.

- Tracking time does not decrease if target is in status knocked

- instead of increasing the tracking time super long maybe change it so that the timer does not decrease / reset as long as you are in combat with ANYONE. That would fix not accounted assists in messy fights with many ppl.

- rezes do not clear the dmg / assist tracked list ( the kill is still awared for the player who get's the last knock down on that target ) Rezzes are now happening mid combat as described above. Therefore this is no longer a logical indicator that the fight is over or on halt.

- the same logic applies to supportive ability hits (Scans during a chase are just as important and "assisting" as dealing dmg. You can't hit what you cannot see)

- Assist list is only cleared on target healing 100% of shields and health. This still doesn't account for a forced out of position contribution, but it probably accounts for most of those cases. Usually you don't have time to heal fully when cornered.

Hopefully this will decrease the times that you feel you contributed a lot to a fight and didn't get rewarded for that.

Thx for reading :D

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