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Can somebody please explain Hypergate scoring?


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Posted (edited)

So we did a Hypergate WZ the other day. We had fallen behind early in rounds 1 and 2. In round 3, we double capped, which brought the scores up to roughly even. We were a little ahead at about 450, and the other teams had about 420. So we figure that it is now a new game and if we can cap one pylon and defend it with decent kills/orbs we should win.

 

So round 4 starts, and both teams run to capture one pylon. We cap ours and our potential score rises to about 580-ish. They cap theirs and their potential score rises to 740! What is the algorithm that gave them such a higher potential score on that last round. No, they did not do a big bunch of kills before capping. Everyone just ran to their own pylon. But I was shocked at the disparity given we had been equal the round before.

 

What is going on? Is there some sort of reward given to them because we had double capped the previous round and then they managed to "retake' it the following round? Hello? Anybody?

Edited by gsummers
Posted (edited)

Kills accumulate for each round. When you double capped them you prevented them from getting the points of their kills (from all rounds including previous ones) for just that round. Orbs don't propagate, they are one off points added instantly.

 

PS: So next time smn shouts get orbs tell them to understand how scoring works in AH before trying to lead with non-sense.

Edited by MusicRider
Posted (edited)

-ancient-hypergate-scoring

 

-I can't say for sure it's right,. but I can't see any obvious flaws.

 

and

TLDR; Ancient Hypergates = Kill red, don't die, ignore orbs unless mid is clear, or you are comfortably far ahead or double capped

 

AFAIK all medals are the same for other WZ where you cap and defend the capped asset. - So DPs, heals, protection, kills, solo kills, big heal in 1 ability etc. All score the usual medals.

Edited by Storm-Cutter
Posted

TLDR; Ancient Hypergates = Kill red, don't die, ignore orbs unless mid is clear, or you are comfortably far ahead or double capped

.

 

One caveat re orbs. Remember that orbs add to your permanent score immediately. Occasionally, you'll be in a close game where you're both close to 600 permanent score, but the other team is winning on potential points. In a situation like that, getting in orbs might allow you to steal a win.

 

Also, if you're close to 600 permanent score it might be better to get a orb in than kills because you can end the game immediately. For example, let's say at the start of the x6 round you have a permanent score of 580. Two orbs (24 permanent points) will end the game immediately. No chance of having your pylon stolen and you'll probably get some quick end medals.

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