

Average Player Skill Level
#41
Posted 01 April 2013 - 07:58 AM
I'd rate myself as fairly average.
#43
Posted 01 April 2013 - 08:04 AM
I do manage to keep at least more than a 1.0 KD/R so that's that.
Edited by Archosaurusrev, 01 April 2013 - 08:05 AM.
#44
Posted 01 April 2013 - 08:12 AM
And if you get mad at that, you're probably under the top 5%.
#45
Posted 01 April 2013 - 08:18 AM
But seriously though, I'm kind of annoyed with the way the stats-tracking mechanism works. I rarely get credit for the kills that I did all the hard work for. Getting 6-8 assists and watching k/d go down sucks. There ought to be some kind of a minimum damage threshold for kill credit.
EDIT: and for assist credit too. Because if you did all of 1 point of damage to someone, yeah, you were reaaaaally helping.
Edited by CaveMan, 01 April 2013 - 08:20 AM.
#46
Posted 01 April 2013 - 08:18 AM
If players were rating themselves accurately, the results would look like a normal distribution centered on "average." It has to because of the very definition of what "average" means. Here we have a normal distribution centered on "slightly above average."
You are slightly worse than you think you are.
Edited by zorak ramone, 01 April 2013 - 08:18 AM.
#47
Posted 01 April 2013 - 08:19 AM
#48
Posted 01 April 2013 - 08:21 AM
Esplodin, on 01 April 2013 - 07:24 AM, said:
If this happens in one game, then no. If this happens in every game, then yes. Damaged mechs can still shoot back and capture points (aka the things that can lead to the enemy team winning). Dead mechs do neither. Team work is paramount, and sometimes you do the majority of the damage and your teammate executes the finishing move, but over a large enough sample set, you should be doing it just as often if your argument is that you are as good as your teammates. If this is not the case, please see OP's link on illusory superiority.
K/D is not the prefect stat, but it does mean something. Kills win games. So can capping, but you can't cap when you are dead, hence the D part of K/D. If you perceive yourself as light damage dealer but a proficient scout/information warfare specialist/harrier/capper, then you shouldn't be dying (again...you can do none of those jobs while dead) and your KDR should still be good over a large sample set where every few rounds a poke from a laser lets you finish off a damaged brawler, or you duel down an enemy scout, or harass a missile boat to death.
#49
Posted 01 April 2013 - 08:23 AM
Werewolf486, on 30 March 2013 - 11:10 AM, said:
I don't think high dmg necessarily makes someone a skilled player(Not saying you in particular, just making a general statement) - There's a lot of other things that come into play besides being able to put a lot of lazors and bullets down range that make a good player.
For instance, put a newer player in an atlas, he's still going to put out a lot of dmg(Normally, assuming they know the basics of the game). A seasoned player can put out a lot of dmg in an atlas(most likely a lot more) but seeing how they pilot their mech, respond to the enemy, and having self-discipline in their 100 ton behemoth is really what makes them skilled.
#50
Posted 01 April 2013 - 08:24 AM
#51
Posted 01 April 2013 - 08:26 AM
zorak ramone, on 01 April 2013 - 08:18 AM, said:
If players were rating themselves accurately, the results would look like a normal distribution centered on "average." It has to because of the very definition of what "average" means. Here we have a normal distribution centered on "slightly above average."
You are slightly worse than you think you are.
I'd say most people posting on these forums are above a 1.00 kd and win ratio - That makes them above average. Now, say you're sitting around 3.00 or 4.00, then I'd say go with the totally awesome option.
So, I guess what I'm saying is.. In general this poll is probably pretty accurate.
#52
Posted 01 April 2013 - 08:39 AM
Its a game to me not a Job and not a sport like some seem to think it is.
#53
Posted 01 April 2013 - 08:57 AM
Edited by Gristle, 01 April 2013 - 08:58 AM.
#54
Posted 01 April 2013 - 09:08 AM
I mean it's really the only metric I have to go by until they release some "average" figures to compare stats too.
#55
Posted 01 April 2013 - 09:10 AM
Skyscream Sapphire, on 01 April 2013 - 08:21 AM, said:
I'll remember that when I'm the last guy on my team (almost always) to go power down in an out of the way corner after all my team mates die to not have a bollocks K/D. Or countermand orders when I play in group "Lights to base!!!" when there is a jager and a splatcat sitting there. Or behind the lines disrupting their missile boats and snipers, but the brawlers just sit there plonking with sniper weapons out of harms way and refuse to push. I cry whenever I see a capping Atlas or Stalker in conquest while the rest of the team is getting slaughtered. Oh wait, that was last night too. Several times. Waiting for the easy kills after the rest of the team softened the enemy sufficiently.
K/D is meaningless and is no measure of skill I'm sorry to say - even over long stretches when the last .01 point of damage counts for all. I'd be a rich man if I had a nickel for each time a pristine heavy swung to my target after I brought them to yellow internals for an easy one and done or kill swarmed a target I suckered into the kill zone while losing precious armor in the process, usually from friendly fire.
Look, I'm not complaining about kill stealing - which is just as dumb a concept as K/D in my eyes. It takes a team to win a match. While downed mechs win, there is nothing rewarding the harasser that just gave a mate juicy back shots, or caused the enemy team to unleash alphas at the dancing spider rather then at a heavies CT. Ironically giving them enough time to stay vertical for the kill and a fluffed stat to preen superior skills over the dirty "ineffectual" light.
#56
Posted 01 April 2013 - 09:16 AM
#57
Posted 01 April 2013 - 09:42 AM
Cubivorre, on 01 April 2013 - 08:23 AM, said:
For instance, put a newer player in an atlas, he's still going to put out a lot of dmg(Normally, assuming they know the basics of the game). A seasoned player can put out a lot of dmg in an atlas(most likely a lot more) but seeing how they pilot their mech, respond to the enemy, and having self-discipline in their 100 ton behemoth is really what makes them skilled.
Unless there's a big difference between playtime and skill level, then the average KDR will be 1.0 (for every kill, there's a death, and equal playtime would mean even distribution) and the average WLR will be 1.0 (for the same reasons). Again, this assumes relatively even playtime distribution, which probably isn't the case.
A better poll would be to ask people for their overall KDR and WLR, and for their KDR and WLR in their best mech with at least X games, where X=50 or something.
Gristle, on 01 April 2013 - 08:57 AM, said:
Yes, thats what I was trying to say.
#58
Posted 01 April 2013 - 11:09 AM
zorak ramone, on 01 April 2013 - 09:42 AM, said:
Unless there's a big difference between playtime and skill level, then the average KDR will be 1.0 (for every kill, there's a death,
The problem with this is not every mech is created equal. Assault mechs are more likely to pick up kills just because they bring more firepower to the table. Lights just aren't going to be finishing off mechs when there is an assault to blast it for 40+ damage.
#59
Posted 01 April 2013 - 11:19 AM
I hate to say this and I'm not trying to offend anyone but if you have less than 50 matches in a chassis, it's not statistically significant. If you have less than 100 drops in a weight class you probably haven't touched your Elo ranking in any measurable way.
If you haven't got 50-100 drops in a chassis then there's no telling how good you are at it. If you haven't got well over 100 drops in a weightclass since Elo then your Elo is still average.
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