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Kill vs. damage...

Monthar's Photo Monthar Apr 16 2012

View Postcmgoku, on Apr 16 2012 - 13:26, said:

I know this has likely been addressed in a different thread but I have limited luck with the forum search engine so....  Here's the scenario:  I'm
lobbing shells in my M7 Priest yesterday having a good match.  Three heavy tanks have grouped up behind some cover avoiding my teammates direct fire but still in range for me artillerize them - so I am.  There's a Tiger, KV-3, and an IS all of which I have hit twice.  The Tiger ambles out a bit too far from cover and get popped by one of mine - he's now down to 2%.  I happen to be aiming near him anyway and manage to finish the job (knocked out the Tiger).  The question I would pose relates to his two remaining mates - they are both above 50%.  Is a kill at 2% worth worth more than a plain old damaging hit worth 15-20%?  I thought afterwards I may have screwed myself out of more XP/creds by taking an easy kill instead of a more damaging hit on a neighboring tank.  Any thoughts?.....
Check out the "Experience and Credits" section of the the Battle Mechanics page on the wiki. That will tell you what all you earn experience and credits for.

As for taking out that 2% health Tiger, you may have saved one or more of your allies, because that's one less gun shooting at your team. This increases your team's chance of winning, which is worth 1.5x the exp of a loss/draw. When you consider how fast the Priest reloads and how many fairly cheap shells it carries, I wouldn't worry about it one bit.

Once you get into the M41 and higher SPGs those shells start costing over 1k credits each and take a lot longer to reload. However, they also have a larger splash radius and do more damage. So it's possible to take out the Tiger with splash and still damage one or both of those other two, if they're all close enough together and the shell lands in just the right spot.
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