My suggestion:
Finally remove valour completely. One of the most stupid ideas ever implemented into crpg.
I disagree, I think valour should be given to anyone who scores way above average compared to his team, and his team only. Rarely you alone can carry your team enough to make them win. I am quite sure valour was created specifically to save your multi in those times you do a great job but the rest of your team just derps. It used to be only available to the losing team, remember. Now with valour available to both teams and also dependent on both teams, it is actually easier to get valour as the winning team, which completely defeats the purpose in my opinion.
Now you could argue that people will just try to get as many points for valour instead of actually making their team win. Nobody thought this an issue though when the system got first introduced. Also, because point gain depends on damage dealt and because there is also proximity score, I think the goals of getting valour and winning overlap enough to justify a more losing team friendly system.
I love the Valour we have now :)That excludes anything but infantry.
What is wrong with it :?:
You just have to play aggressive to gain it :lol: It rewards people who got huge balls.
Stay behind your team mates an observe you dont gain shit rightfully so :wink:
valour is getting double your team's average score.
Score system could maybe use a bit of tweaking tho, add bonus points for kills.
Valour per team is cool.
Give additional points for a kill (and for a headshot ofc)(click to show/hide)
That seems pretty difficult. Especially with proximity points.
getting that is difficult?
You generally get it if you pull off 30+ points per round, sometimes 25 if your team is awful.
valour is getting double your team's average score.See, now I am rather sure that this isn't the case. I think the other team's scores factor in.