The whole thing about hits and hs was brought up because in jaymod (very common mod for rating) damage given and received is not reliable (gives full weapon damage instead of enemy hp, for example with arty, panzerfaust, etc. unlike etpro)

So it was an attempt to guess the damage given from hits and hs, and I agree that it should be made on a per-weapon basis, even though there are some issues (adren vs non adren, akimbos vs single pistol) that can't be solved, for example if I kill someone with single pistol I could be pro, with akimbos, well...

Custom factors for every weapon could make it more realistic, or we could tell jaybird to fix that freaking damage nonsense and not rate all servers with those bugged jaymod versions (not a good idea)


- As regards battle sense, it gives you 8xp every 45 seconds (45000 milliseconds in et source code, wrongly put as 30 seconds in et manual) if you killed someone and received some damage (also there are less points for other situations)
8 xp in 45 seconds is 10.7 in 1 minute, that could be half the ppm for someone with 20ppm, so it used to be a very important factor and we should ask ourselves if we want a clone of the old system (but more resource-hungry) or something really different.

I don't know if surviving for 45 seconds is skill, I can kill someone (and receive damage), then I go camp till the 45 seconds are over, and there I have an extra 8 points... or I can keep attacking and kill another one and die... too bad... 2 kills but way less points (do the maths and see!)
That's why I said remove it or reduce it a lot and when I say a lot, I mean around 10 times smaller. 8 points just for doing 'nothing' after you kill is a huge amount


- As regards the flamer, that's a heavy weapon, so it's counted in heavy weapons xp only if you kill and not if you damage. It can stay as it is imho

- For the hits, on etpro for sure you 'hit' only if your enemy is alive, and jaymod is like that I think, anyway it's fairly easy to check.

so maybe a thing like:
weaponfactor = 1.5 or so, changes with weapon to reflect headshot/bodyshot damage
(((headshots*weaponfactor + hits) / 5) + kills) + engixp + revives*4 + battlesense*0.15 <<-- remove that battlesense bs, or keep it with some really low factor