Talk:King of the Hill/@comment-32766476-20180808165447/@comment-32766476-20180808184513

Correct, liberating and changing beacons should have a multiplier that gives greater reward than just getting a beacon already liberated. Doing damage and getting kills should have a multiplier based on the proximity of the red to the active beacon (in KOTH) or any beacon (in beacon rush or domination).

I feel like too often there are people out in the sticks with 1v1 skirmishes that are not benefiting the team. Similarly, there are people that have lineups that are geared towards grabbing beacons but not holding them down....again not beneficial to the team.

I understand that people/bots have different roles, and it is hard to grab the most beacons and hold down the beacons as well....but those who do, or at least attempt to, should be rewarded handsomely as THEY are the ones that decide the battle.

As it stands, the guys who works the hardest to battle it out to change a beacon, or get the next, are rewarded less than the guy who hops back and forth between his home beacons. Meanwhile, if that guy would have helped in the battle, your team might have won. Instead, that guy gets the the most tickets in a loss, and the most gold if his team happens to win in spite of him.

The reward system needs to reflect behavior that leads to a win. I get it that people are battling for resources which result in weapons, bots, upgrades, etc. The problem is playing to those numbers hurts the team and in turn the game.