#21
Posted 06 March 2013 - 03:04 AM
they don't have to be sorted by which chassis / variant i killed them WITH, although that would be pretty badass too.
i would like to see a total pilot kill chart with stats on the types of kills i got
also on the weapons stats section, add the number of "kill shots" you have gotten with each weapon
#22
Posted 06 March 2013 - 03:23 AM
Map Name Matches
Forest Colony 1
Caustic Valley 1
River City 1
Forest Colony Snow 4
Frozen City Night 4
Mmmh, in the preview I got a nice chart when I Copy/Pasted the stats. But when saving the post, it just got a mess of numbers and characters.
Edited by Lyrik, 06 March 2013 - 03:27 AM.
#23
Posted 06 March 2013 - 03:24 AM
Wolf Ender, on 06 March 2013 - 03:04 AM, said:
they don't have to be sorted by which chassis / variant i killed them WITH, although that would be pretty badass too.
i would like to see a total pilot kill chart with stats on the types of kills i got
also on the weapons stats section, add the number of "kill shots" you have gotten with each weapon
I second this.
Keep them useful stats coming.
K/D and W/L pretty much does nothing but tell you wether you are bad or good. But all those nice additional stats help you identifying where exactly your shortcomings are. And to that end Wolf Enders proposals would be a valuable addition in my view. Like for instance it could tell you that you are doing good vs one chassis but could do better vs another and stuff like that.
#24
Posted 06 March 2013 - 03:31 AM
Other than that I am really happy with the statistics and can't wait to fill them with more matches ^^
#25
Posted 06 March 2013 - 05:22 AM
Love the stats. Especially love how I can actually see how well I'm doing with certain weapons.
Would love to be able to see
- breakdown of stats after each match (i.e. accuracy, damage by weapon, damage taken etc)
- historical records of each match
- charts showing changes between matches
- individual heatmaps like the ones here
- team assists, team kills, savior kills, defender kills, component destruction etc.
- average damage per mech
- average xp/cbills earn per map/gamemode
Good work.
#26
Posted 06 March 2013 - 05:42 AM
#27
Posted 06 March 2013 - 07:28 AM
Edit: Can we eventually see how many times we get a particular bonus? Like how many times we got a savior bonus or kill assist?
Edited by Butane9000, 06 March 2013 - 09:10 AM.
#28
Posted 06 March 2013 - 07:46 AM
Also, Mech Time Played and Map Time both appear to be in a weird format, possibly seconds? They should display in a manner similar to the Weapon Stats Time Equipped, which is similar to a digital clock readout, denoting hours:minutes:seconds (or, more usefully, days:hours:minutes).
Edited by jay35, 06 March 2013 - 07:49 AM.
#29
Posted 06 March 2013 - 08:21 AM
#30
Posted 06 March 2013 - 10:30 AM
Edited by Gremlich Johns, 06 March 2013 - 10:31 AM.
#31
Posted 06 March 2013 - 11:13 AM
#32
Posted 06 March 2013 - 12:49 PM
Thanks guys, and great work so far!
#33
Posted 06 March 2013 - 05:18 PM
Please add:
Cbills earned by mech.
-Totals row - These would be great for Mech stats, Game mode and map stats. Not entirely sure about weapon stats (though don't see why it would hurt), since the weapons deal damage in such different ways that it would be pretty inaccurate
Any updates available for:
-Damage calculation - More info on how are some calculations are formed would be nice. I'm curious about this because it does not seem like all damage is matching between damage done and damage which should be done by the weapon (I'm talking missiles and ballistics, lasers are a lot more difficult to tell due to their channeling). Does damage include something like internals carryover damage (I don't know what to call it, but if I hit a hitbox and it destroys a weapon in an arm, and the gun destruction destroys the arm with extra damage points moving to a side torso), meaning this all counts to the total damage of the weapon which fired at the target?
-Base stats- please organize their display. Kills/deaths being 2nd, and then K:D ratio being 6th in the list makes no sense. They should be next to each other. Same with c-bills and c-bills per match, xp and xp per match. If i were to order them, I would list them as Credits, wins/losses, kills/deaths, K:D ratio, cbills, cbills avg, xp, xp average.
misc:
-Time format adjustment- Thanks for switching the time format, I don't know who thought it was a good idea to leave it in seconds-only format, but that was awful.
Seraphims Blood, on 06 March 2013 - 01:17 AM, said:
While the parts of your post I removed I do like and agree with (especially cbills earned by mech, though I would rather have total per mech than average), I do disagree with the quoted comments. All of them seem to be wanting to limit the useful data currently provided in order to have a much more simplistic set of data, all of which can be figured out through simple and basic math already based on the currently available data.
-Mech damage. Max damage in a match would be nice, but total damage done is actually just as useful (more useful imo) as your suggestion of average damage due to being able to tell how much one has truly used the weapon. Just showing an average would not mean anything, and is inferior in this case, for comparing your personal abilities with a weapon. Displaying an average damage of 5 for a laser, ballistic, and missile while you've done 500 damage with 100 hits from a laser, 30 damage over 6 hits with ballistics, or 100 damage over 20 hits with missiles is not a true reflection of what one has done with a weapon compared to being provided with the total number of damage done.
-Mech XP. Same thing here but exchange damage with XP.
-Total time in a mech. This one has minimal value, but it is nice to see time invested in a mech. I know when I log into TF2 I like seeing the chart showing how much I have played a class. It could be removed and not missed, or it could be left in place and enjoyed.
-Weapon shots, hits, and total damage. Same as mech damage, more info provided which can calculate what you want in a much more informative manner is vastly superior. Even more so here since you can see how much damage you are doing with a weapon, which becomes more important while trying to see how good you really are with a laser but not as much with missiles or ballistics which do all their damage upon contact. I know that my useful accurracy with a large pulse laser is not the stated ~98% in stats, but thanks to the total damage and weapon hits I can see that I have held my laser on my target for 76% channeling.
#34
Posted 06 March 2013 - 06:10 PM
#35
Posted 06 March 2013 - 08:57 PM
I agree I would like to see more but this is an awesome start.
Let's see what trickles out over time.
#36
Posted 06 March 2013 - 09:36 PM
As far as changes, I'd say both Mech Damage Done and Weapon Damage aren't that useful. Damage divided by Matches for both of those though would be extremely useful...
#37
Posted 06 March 2013 - 09:46 PM
#38
Posted 06 March 2013 - 11:01 PM
I can't hit with LRMs.
I sense a disturbance in my build.
#39
Posted 06 March 2013 - 11:03 PM
This allows me to reach the highest i can with a weapon type and figure out if I can't keep using it due to lag or whatever.
Edited by Hammer Hands, 06 March 2013 - 11:03 PM.
#40
Posted 07 March 2013 - 03:07 AM
Segoris, on 06 March 2013 - 05:18 PM, said:
... this part i do not understand ...
by average damage I meant average for weapon/mech per match ... sooo lets say I did 200 dmg in one match, and in the other I did 300 dmg, so average is 250
this would be ideal for compering your effective weapon use, like 2xssrm2 vs srm6
one more VERY COOL feature would be weapon statistics for each mech xD
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users




















