Those values are a bit incorrect.
NPCs are worth less than that.
Azoth is 1 point per azoth spent in corrupted altar.
Wood/Ore/Fur is 2 points per resource contribued.
Damage is something like 0.3% of damage is converted to points.
Those values are a bit incorrect.
NPCs are worth less than that.
Azoth is 1 point per azoth spent in corrupted altar.
Wood/Ore/Fur is 2 points per resource contribued.
Damage is something like 0.3% of damage is converted to points.
From the Dev’s directly:
1
Hey there, thanks for the question. I’ve included a breakdown of Outpost Rush scoring below. This scoring has been updated several times since we launched and we’re continuing to keep an eye on it as the game matures. Right now we feel it’s in a generally healthy state, but as we look at Outpost Rush contribution tiers and more in the future, we may make adjustments to ensure players are rewarded for contributing to their teams success!
| Action | Score |
|---|---|
| Player Kill | 50 |
| AI Kill | 10 |
| Ore / Rawhide / Wood Deposited | 2 |
| Azoth Deposited | 1 |
| Damage to Player | 0.01 per point of damage |
| Damage to AI/Structure | 0.0025 per point of damage |
| Damage dealt with Siege Weapon | 0.005 per point of damage |
| Healing Done to Allies | 0.0075 per point of healing |
| Assist | 50 |
| Capture Point Contest | 0.05 points per tick (fully capturing a point is worth 90 points) |
So ya… looks like the info apparently changed at some point lol. My mistake ![]()
We all make mistakes, thanks for searching up the correct information!
AI kills are lower than I thought, appears maybe damage is being calculated into that as well, which would track since they feel like they’re worth about 30ish points and have roughly 8-10k hp.
Damage to players is much higher than I expected.
The disparity in my calculations seem to come between differentiating damage targets for scoring purposes.
Yep yep. Still wanting to circle back to that “last plink” thing. Using that chart as info to build off… someone getting the “last plink” could just run around getting one-shot kills on stuff and rack up TONS of points while all the people softening those things up for the guy to get the one-shot kill for get substantially less. Just seems odd to me.
For the baron thing sniping baron has been a thing since the moba era and I think it’s a great mechanic it forces environmental awareness… What I don’t like was the removal of climbing the mountain behind baron for snipe teams that I think was a poor choice… And before I get the ok range user I’m a str axe hammer person so I get the frustration of a sniped baron more than most but it’s a mechanic that has and will always potential turn the tide of fights. Assist kill doesn’t matter as other state it’s all in the win column for me
There’s an unspoken part.
Points after 3k don’t matter, and no competent players take points seriously. It’s why there were so many BowPR/stat-padder threads.
If I win with 3K points and you lose with 12k points, I get a better reward.
If I win with 2999 points and you lose with 50000k points, we still get the same reward.
Win or lose, if we’re both under 2k points, we get the same reward.
Points are a trap for the players who are looking for simple validation. The real information you need if you’re interested in actually winning isn’t reflected on the scoreboard on anything other than victory/defeat.
Kills should be awarded based upon who does the most damage. Baron should go to the team doing the most damage, there’s nothing you can do if the game loads one team with a dozen ranged. Kills/Corpses should display both; who did the most damage receives the kill/reward and who got final blow receives honorable mention, I.e., A Local Area chat message should broadcast upon death stating who delivered the final blow but upon “mouse over” of the corpse you can see who actually got the kill/reward for doing the most damage.
See now… “this” is the kind of logic I can get behind.
Opr is buggy enuf adding more coding like this will break it completely lol
Then they’re definitely trapping me. I figure if I’m doing low points then it makes me feel like my contributions didn’t matter all that much while Joebob (getting lucky with the final kill plinks but not really even trying) looks like he/she’s a super studly player next to me even though I did way more than they did.
It’s honestly why I (personal opinion only) find PVP to be super stupid overall. I mean yes… I play it on occasion because it helps change things up occasionally but, ultimately, I find PVE way more satisfying for that reason. God knows damage is done right on mobs ingame vs PVP at least. If I just run up and one-shot kill (a mob that’s 99% dead) I don’t get squat but, on the other hand, if I was there pounding the mob to death, I get rewarded with a nice sack of goodies ![]()
Again PvE player trying to change established PvP mechanics. Also you don’t see HP of baron if you are out of range, if a musket get’s the last hit it’s either luck or 200 IQ play.
If you do 10k dmg you get 100 points + 50 from assist. The guy who got the lucky kill gets 50 too + a small amount for the little damage. Where’s the problem? Nobody gets high score from last hits.
Million percent incorrect. Correct quote would be:
“Again PvE player ASKING QUESTIONS ABOUT established PvP mechanics because he doesn’t understand why they are the way they are.”
It’s part of the game. If you haven’t noticed OPR is basically league of legends but instead of mini creeps you get 20 v 20 heroes. Baron stealing is part of the game, usually the other team clears out baron first i.e. killing all opposing enemies in the area and around it before killing baron.
Fair point. It’s just so… I dunno. OPR reminds me heavily of this:

It’s why I have such a hard time taking it seriously.
One mentality to take in OPR or in any PVP games is that you’re always gonna lose. You’re gonna have a bad day where you lose the whole time or sometimes a good one where you keep on winning.
Just accept whichever happens and try to personally get better by learning more mechanics and controlling yourself by not tilting. Trying to get everyone to follow you in OPR is like what you replied, herding cats which is impossible.
Agreed completely. I can honestly say the most fun I’ve ever had in OPR was going into it in a prepped group communicating on Discord. Waaaaay easier to mow people down when everyone’s on the same page lol.
Playing in there with teammates that run all over the place like kids on a sugar high? OOF… Where’s my Tylenol lol ![]()
Counterpoint: Make sure to hit 3k contribution and you’ll always win.
You might not see the victory screen, but your rewards will speak for themselves.
I personally just go for the minimum contribution to get the OPR caches if my team is getting 3-capped at the first 5 mins.
I really don’t care whether we win or lose, for me it’s always about getting better in 1v1s and 2v1s (me vs 2 people), at chasing bow/rapiers and ls/rapier and eliminating healers in clumps.
Same. I mean… If I can get higher, sure. 500 is my primary target though. Everything after that is gravy. If I’m REALLY feeling the need for points, I go in with a musket / LS fire team and start mopping.