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View Full Version : Tutorial about ET/TB xp system By Pro*Honey



christmaspwns
3-04-2011, 13:25
This has been copied from the pro* forum, a little info about the sl system. Just copied and paste so if anything is wrong, it's not my fault : )))



k. I think most of you guys know this, but there seems to be much of
those who doesn't know the essentials... So i'll explain the xp system
which is the base for sl rating.


for starters, the basic xp gain in et:


common for all classes:

http://i54.tinypic.com/9gj81d.png

medic:

1xp health pack
4xp revive

engineer:

5xp for a 50% of power bar objective such as repairing an mg nest
7.5xp for a 100% power bar objective like repairing a tank
10xp for destroying an objective.
4xp for a land mine or dynamite kill
4xp for defusing an enemy land mine
6 xp for defusing enemy dynamite.

covert ops:

3xp for each land mine spotted
5xp for disguising themselves using an enemy uniform
5xp for kill with a satchel charge
7xp satchel charge to destroy an objective.

field ops:

1xp for giving one of your team's players an ammo pack.
3xp for every enemy player you kill with an air strike
4xp for killing them with an artillery strike
5xp for destroying an objective with either.


what you need to do to achieve 30ppm in sl?

the key element if you want to concentrate to sl and rating is battle sense.

30 xp in 1 minute with medic without whoring and playing like crazy:

10 xp = 2 kills with hs (1 kill /30sec)
16 xp = battle sense (receiving some damage so you get full battle sense)
4 xp = 1 revive or 4 health packs
so
the battle sense makes the most xp. But if you just rush to enemies and
for example make 4 kills in 1 minute but you die 1 time you get only 20
xp...

With covert ops whoring 30xp/min is extremely easy 'cos
you can stay alive easily while disguised and gain battle sense xp +
5xp when you steal uni.

splatterladder's rating system:

et
servers doesn't send any info about players kills/deaths, accuracy or
headshots. Only info splatterladder is gathering is the players xp in
start of the map and xp in the end of the map. That's the only way you
can implement rating in et.

I have explained the exact workings
of this system in other thread.. Sl calculates every player's ppm
related to player's current rating and then compares the efficiency
with other players - that's the basic.

The sessions are not the
same or static, so if you make 100 kills / 10 deaths you may get +0.10
or -0.30. All depends on other players... For example, if all the
players of session have 20.00 rating and same ppm -> everyone will
get +0.00. But if one of the players have lower rating and same ppm he
will get + but others -.

I hope this explains something to somebody.

Le_Furet
3-04-2011, 17:25
Thanks exceed ! :)