Jump to content

Statistics

Feedback v1.2.197

77 replies to this topic

#41 BloodyDziq

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 159 posts
  • LocationPoland

Posted 07 March 2013 - 03:19 AM

you probably know this but ... laser accurency is wrong

I have:
fires - 102
hits - 90
accuracy - 88,24%
damage - 472

so if I have 90 hits i should have 810 (9*90) damage, I have 472, so my effective accuracy is 58,27% not 88,24%
I think this has to be fixed ;)

... and what about friendly fire damage ???

#42 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 07 March 2013 - 04:52 AM

There should be a "Time on Target" stat for lasers

#43 AJ Frost

    Member

  • PipPipPip
  • 58 posts

Posted 07 March 2013 - 04:58 AM

Hey guys!
I like the stats, but the damage doesn't really add up to the shots that hit.

If I divide my SRM 6 damage by the number of Missiles that hit (131), I end up with 2.6 damage per missile. My SRM 4 is at 2.2 (378 damage by 171 hits). If I do the same for LRM's I end up with a factor of 1.4 (LRM15 - 842 by 523) or 1.6 (LRM20 with Artemis - 189 by 133).

Now shouldn't that be like... 2.5 for SRMs and 1.8 for LRMs? What's the drop, splashdamage of a near miss? And why is the SRM6 higher then, Ammo explosion?
Any insights would be great.

#44 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 07 March 2013 - 06:02 AM

I think crits are included in the amount of damage done. My ERPPCs are averaging 11.13 per hit.

As for why damage is recording low for missiles - I'm assuming this is some sort of splash damage, where it's not completely hitting the mech but hitting close enough to do something. The quick math on my LRM15 stat gives about 1.62 damage per hit, but it's 1.84 per hit on my LRM 5. *shrugs*

#45 cman

    Rookie

  • 9 posts

Posted 07 March 2013 - 07:32 AM

Im loving the stats so far you guys have done an awesome job!! Its nice to chat with your buddies and let them know how much they miss...

#46 John Mechlane

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • 164 posts
  • LocationBehind you...in a locust

Posted 07 March 2013 - 08:18 AM

Love the stats! Keep em coming :)

As someone before me mentioned, heatmaps would be great

#47 Aristotelis

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 86 posts
  • LocationGreece

Posted 07 March 2013 - 08:46 AM

Weapons stats and by mech please!!!

Edited by Aristotelis, 07 March 2013 - 08:46 AM.


#48 Segoris

    Member

  • PipPip
  • 34 posts

Posted 07 March 2013 - 09:12 AM

View PostSeraphims Blood, on 07 March 2013 - 03:07 AM, 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 :D

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


In your original post (for both mech and weapon damage) you were saying the total damage column was not needed, but then went on to request average damage. I am saying that showing the average damage is not needed, and is inferior, because you already have the total damage information along with the number of games played. If average damage was added as a stat it would be okay, but do not remove the total damage column. Though, I did tailor the response to weapons while quoting your part in your mech stats area and that was confusing and wrong on my part, sorry about that.
I still agree max damage in a game for mech (and for weapon) would be nice, and would definitely like a sub-row under each mech showing weapons used. Additionally, if this stat breakdown is added, I would also like to see artemis split out from regular missiles on the weapons page and on the mech page.

Example
Hunchback 4sp
Medium Laser <stat><stat><stat><stat><stat>
--SRM6 <stat><stat><stat><stat><stat>
--ASRM6 <stat><stat><stat><stat><stat>
--Large Laser <stat><stat><stat><stat><stat>

View PostSeraphims Blood, on 07 March 2013 - 03:19 AM, said:

you probably know this but ... laser accurency is wrong

I have:
fires - 102
hits - 90
accuracy - 88,24%
damage - 472

so if I have 90 hits i should have 810 (9*90) damage, I have 472, so my effective accuracy is 58,27% not 88,24%
I think this has to be fixed ;)

... and what about friendly fire damage ???


Yeah, I'm aware of the laser issue and it's why I believe the number of shots, number of hits, and total damage columns are [more] important than average. I had posted my accuracy with the displayed 98% versus actual laser accuracy of 76% through the same calculations you did (thanks to total damage column ;)). Having lasers average damage would be nice, but it would need to be different than ballistics and missiles which could be difficult to display and confusing for those who aren't really aware of laser mechanics. Perhaps including a separate column of 'time on target' or 'effectiveness' to represent the true accuracy, but again - that would really matter for lasers and not so much for ballistics or missiles.

Friendly fire is still damage, but having it displayed would be nice.

#49 DEMAX51

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,269 posts
  • LocationThe cockpit of my Jenner

Posted 07 March 2013 - 09:16 AM

View PostAJ Frost, on 07 March 2013 - 04:58 AM, said:

Hey guys!
I like the stats, but the damage doesn't really add up to the shots that hit.

If I divide my SRM 6 damage by the number of Missiles that hit (131), I end up with 2.6 damage per missile. My SRM 4 is at 2.2 (378 damage by 171 hits). If I do the same for LRM's I end up with a factor of 1.4 (LRM15 - 842 by 523) or 1.6 (LRM20 with Artemis - 189 by 133).

Now shouldn't that be like... 2.5 for SRMs and 1.8 for LRMs? What's the drop, splashdamage of a near miss? And why is the SRM6 higher then, Ammo explosion?
Any insights would be great.

View PostBuckminster, on 07 March 2013 - 06:02 AM, said:

I think crits are included in the amount of damage done. My ERPPCs are averaging 11.13 per hit.

As for why damage is recording low for missiles - I'm assuming this is some sort of splash damage, where it's not completely hitting the mech but hitting close enough to do something. The quick math on my LRM15 stat gives about 1.62 damage per hit, but it's 1.84 per hit on my LRM 5. *shrugs*


Critical hit damage is taken into account, I believe. Also, SRMs do splash damage as well - they do cause 2.5 damage to the part of the 'Mech that they strike, but they do additional splash damage to other parts of the mech as well (for example, hit a mech in the CT with an SRM and it'll do damage to CT, RT & LT, which all added up comes to more than the 2.5).

For LRMs, Buckminster is correct, when LRMs strike the ground they are able to do splash damage to the legs of nearby 'Mechs, but at a substantially reduced amount of damage than a direct impact.

#50 Mawai

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,495 posts

Posted 07 March 2013 - 12:11 PM

I like all the new statistics.

However, instead of total damage and total xp for a given mech variant could those be changed to damage/match and xp/match? Total damage and total xp just reflect how often you play that mech and not how well you have performed in it ... while the match normalized numbers let you compare how each of the mechs do in terms of both earnings and xp. I realize that it is easy to do by hand but I was thinking that the averages are more useful than the totals ... and the totals can be obtained by multiplying the number of matches in that variant by the average ... so it would be more beneficial to display the more commonly useful numbers.

P.S. Would it be possible to add the average cbills earned per match for each variant as well? This would make it easier to determine which mech earns the most ;)

Edited by Mawai, 07 March 2013 - 12:13 PM.


#51 Acrius

    Member

  • PipPipPip
  • Mercenary
  • 77 posts

Posted 07 March 2013 - 01:12 PM

Love having the Mech and weapon stats. Intersting to have the rest. So you can tell just how rare it is to get Alpine Peaks ;(

#52 Kharim

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 39 posts

Posted 07 March 2013 - 05:53 PM

It seems that average dmg per shot of my Ultra AC/5 is 5,0. Dont you think this might be because of ammo explosion critical hits?

#53 Segoris

    Member

  • PipPip
  • 34 posts

Posted 07 March 2013 - 09:22 PM

Per shot or per hit? If per shot, than yes. If per hit, than no since U/AC5 is 5 damage per hit

#54 BloodyDziq

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 159 posts
  • LocationPoland

Posted 08 March 2013 - 01:13 AM

View PostSegoris, on 07 March 2013 - 09:12 AM, said:

I am saying that showing the average damage is not needed, and is inferior, because you already have the total damage information along with the number of games played. If average damage was added as a stat it would be okay, but do not remove the total damage column.

Yes, you could, divide total damage by number of matches ... but this seems like a lot of work every time you enter the stats page. I'm not saying that total damage it TOTALLY useless, it's just that the more you play this number will be getting bigger and bigger not really serving any purpose. Right now its OK, because we can check how stats are calculated (privilege of beta testers :)), but after all stats will be polished I don't see any valuable information in this statistic (just like mech stat > xp earn)

View PostSegoris, on 07 March 2013 - 09:12 AM, said:

Having lasers average damage would be nice, but it would need to be different than ballistics and missiles which could be difficult to display and confusing for those who aren't really aware of laser mechanics.
Why? Average damage = total damage / number of matches.

#55 BloodyDziq

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 159 posts
  • LocationPoland

Posted 08 March 2013 - 01:43 AM

also, components destroyed on mech (not on enemy mechs) would be nice to have for each mech

#56 Mad Elf

    Member

  • PipPipPipPipPip
  • 181 posts
  • LocationGlasgow

Posted 08 March 2013 - 02:28 AM

This:

View PostSeraphims Blood, on 06 March 2013 - 01:17 AM, said:

Wonderful, I was waiting for this, and I have some suggestions that would make it much better.
- Total amount of Damage Done. NOT NEEDED​ - this statistic does not provide any useful info, instead add Max amount of damage (in one match) and Average amount of damage (all time, and last 20 matches)
- Total amount of XP earned. NOT NEEDED - same as the above, change it to Max amount of XP (in one match) and Average amount of XP (all time, and last 20 matches)
- Total time in seconds this Mech has been played. NOT NEEDED
would be nice to have Max Cbills earned and Average Cbills earned (all time, and last 20 maches)

- The total amount of damage this weapon has dealt to the enemy. NOT NEEDED​ - this statistic does not provide any useful info, instead add Max amount of damage dealt (in one match) and Average amount of damage dealt (all time, and last 20 matches)


...also his other points, but mainly those ones. Especially the breakdown into timeslots; it's difficult to see if you're improving with the current model.

Also requested by many people, which I agree with:

- Friendly Fire damage by weapon! See which ones your team would prefer you to leave off!

- Numbers for assists, spots, TAG assists, etc.

- Ability to filter weapon/mech stats by map, game type, group type (made-up example: I win all the time on Assault: Caustic, but I lose every Assault: River City Night match in pug and 8-man... whereas I win 90% of Conquest: River City Night matches).

- Split SRM and LRM stats into Artemis / non-Artemis varieties. It makes a massive difference to hit probability, especially for SRMs.


And maybe now some SSRM qq'ers will finally shut up with their "always hits" nonsense (there was a table here. Fixing...):

AC/20: fired 51, hit 22, accuracy 43.14%, damage 372
SRM 6: fired 456, hit 167, accuracy 36.62%, damage 281
SSRM: fired 126, hit 82, accuracy 65.08%, damage 229

Edited by Mad Elf, 08 March 2013 - 02:35 AM.


#57 AegisKay

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 26 posts

Posted 08 March 2013 - 04:07 AM

Public option for stats wouldn't go amiss. Also I don't get why there's a K/D ratio but no win/loss ratio. But certainly public stats would be great. I'd like to see how the best players favor their weapons.

#58 Xendojo

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,207 posts
  • LocationThe Frequencies

Posted 08 March 2013 - 04:57 AM

Great...now people can judge your skill completely out of context.

My first game with my HBK-4GF (3ML, AC/20) after the patch and i get alpine. I also see my team has lots of lights so i decide to hang at base and defend against the lights i guess are gonna ninja cap us. I was right, and end up losing to an ECMando and a RVN-3L, but after buying my team a good minute or so of time to counter(which they didn't choose to do).

Now if you looked at just the stats from that fight you would see a loss, and that i fired 11 AC/20 shots and only hit 5. Taken out of context those stats don't look so good. But if you knew that it was a 1v2 and i was shooting at lights then it really doesn't look so bad. Actually it's pretty good that i survived long enough to get 11 shots off, while getting tag-teamed by 2 streak toting ECM lights.

Point is...static stats in a dynamic team game environment will never tell the whole story. People who are real team players, willing to make sacrifices towards winning for the team will always look worse on paper(stats). While the people who play for themselves will always look better. That's why people stat w|-|0re, to make themselves look better.

Like the guy who camps behind you, lets you dish out and soak up tons of damage then at the last seconds pops out to steal the kill. Or all the people who were hitting alt-f4 right before death to have a better KDR(glad that got dealt with). Or the lights that used to run off and power down instead of fighting when they are the last mech standing. There are LOTS of ways that people change their play-style *just* to have better stats.

So just remember please everyone, stats are a tool to be used sure. But the true measure of a mechwarrior can only be taken in battle.

Xendojo

#59 Snib

    Member

  • PipPipPipPipPipPipPip
  • 689 posts

Posted 08 March 2013 - 05:13 AM

View PostXendojo, on 08 March 2013 - 04:57 AM, said:

Great...now people can judge your skill completely out of context.

Nobody can see your stats. Chill.

#60 Xendojo

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,207 posts
  • LocationThe Frequencies

Posted 08 March 2013 - 06:20 AM

View PostSnib, on 08 March 2013 - 05:13 AM, said:

Nobody can see your stats. Chill.


Soon enough they will be public. Did you read the rest of my post?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users