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EDIT: Social behaviour such as sharing money, helping teammates get their weapons back or healing is not tracked.
And assisting others with kills IS contributing to the team effort, that's not just something made for new players to feel like they're helping. It is helping.
There's more to the game than just getting a lot of kills but most other things (like I just said, healing, sharing money, etc.) aren't tracked. Doesn't mean they're any less important.
Also some people play perks or use load-outs that don't kill as fast as others, but scores aren't always relative to one's skill. A veteran player using a 9mm pistol on a large group of specimens isn't going to get the same amount of kills as a newbie who got his hands on an M32 grenade launcher.
A large majority of FPS games keep track of the assist stat as well as the kill stat for a reason.
read the forst post like this: He knows what the word assist stands for, but wondered about the meaning, as to Why the game is tracking assists. I can ofc be mistaken but just wanted to share the thaught.
Just to clearify my last post. I think tracking assists is useless, not the assists themselves, but the same can be said about kills. I find killcount to be fun at times, mostly when reaching a ridiculous amount of kills, but I never even check the assists. And probably only firebug will get that high assistcount as their kills depend on burndamage over time.
And I do believe that it is "an assist is when you help someone else kill a specimen".
As for tracking assists, they're just as useful/pointless as the kill count. If one is to be removed, the other should too, or they should both stay. I value them as much as kills (in most cases, depending on the players, though) because the kill itself will often just be one out of many shots. For example if some guy puts a bunch of bullets into a husk and I take care of it with a single 9mm shot to it's head, I have not contributed much more than the other player. If anything I may have just "stolen" the kill.