bc-stats

Two teams fight to reach a shared kill limit. Since V0.8.7 a match ends at 75 team kills, up from 50.

What it means for your stats

Your personal kills depend on how fast your team reaches 75. On a strong team the match can end before you get many fights; on a weak team it runs longer and you collect both kills and deaths. Win rate in TDM is mostly a team stat – look at K/D and kills per match to judge your own play.

Tips

Why kills per match needs context

Team Deathmatch is affected by two clocks at once: your own pace and the pace of the whole team. The match ends when the team total reaches the limit, so two equally good personal performances can produce very different kill totals if one lobby reaches 75 quickly and another takes longer. That is why kills per match should not be treated as a pure skill measure in TDM.

The V0.8.7 increase from 50 to 75 team kills makes this especially important. A player who kept the same K/D after the patch can still show noticeably higher kills and deaths per match simply because there are more fights before the result is decided. When you compare periods, separate the pre-patch and post-patch samples or use ratios and win rate alongside raw totals.

Read personal and team metrics separately

Win rate tells you whether your teams are winning the matches you save. K/D and K-D tell you more about your own fighting efficiency and total kill contribution. Neither should replace the other. A strong K/D with a poor win rate can happen on losing teams, while a high win rate can happen during a run where teammates reach the limit quickly and leave you with fewer personal engagements.

BC Stats therefore keeps the raw match result and the personal K/D data together. On the mode breakdown, compare matches played, W/L, win rate, K/D and average kills instead of reducing the mode to one headline number.

Build a useful sample

Try to avoid conclusions from only a handful of TDM games. Team strength, lobby pace and the maps you receive can all shift short samples. Once the mode table contains a larger set, check whether the same pattern appears across several ranges: for example, whether K/D is improving while deaths per match are falling, or whether higher average kills are simply arriving with equally higher deaths.

For map analysis, compare TDM results with other TDM results where possible. A map played mostly in TDM should not automatically be judged against a map you mostly see in a round-based mode. The more consistent the comparison, the more useful your BC Stats history becomes.

Quick TDM review checklist

When a TDM average changes, first check the number of matches, then K/D, then kills and deaths per match, and finally win rate. If kills and deaths both rise together after V0.8.7 while K/D stays close to its old value, longer matches are the obvious explanation. If K/D rises while deaths per match stay controlled, that is a stronger personal signal. Keep pre-patch and post-patch kill averages separate when you can.

Source: official Bodycam patch notes on Steam. BC Stats is an unofficial tool and is not affiliated with Reissad Studio.