Edited by Atheris, 06 May 2014 - 04:13 AM.


W/l And K/d Telling 2 Different Storiess
#21
Posted 06 May 2014 - 04:13 AM
#25
Posted 06 May 2014 - 04:29 AM
#26
Posted 06 May 2014 - 04:38 AM
Flaming oblivion, on 06 May 2014 - 02:36 AM, said:
And that's why you lose because you give up before the battle begins.
Trick to MWO is to never give up. Even if you're the last person on your team and the other team has 6 members.
Who knows...maybe you'll stage a massive comeback?
#27
Posted 06 May 2014 - 04:41 AM
Cept for my 3L who's W/L is 6 times higher than my K/D. 3 vs 0.5.
I'm guessing that even tho you are killing and doing damage, you are also not presenting yourself as a target enough. Think of your team as one mech that has 12 areas. If the damage isn't being spread amongst those areas, then certain areas are being knocked out faster and whatever weapons and equipment is in that area, are no longer contributing to the fight. Think of presenting yourself to the enemy to take some damage (not running out and dying) as twisting in your mech.
#28
Posted 06 May 2014 - 04:47 AM
Provided you play solo all the time ...
If your K/D is better than your W/L you are doing good and visa versa.
IMHO, if:
(K/D)/(W/L) > 2.0 - awesome player
> 1.5 - good player
> 1.0 - average player
> 0.5 - poor player
< 0.5 - baddie bad bad
Now the impact of being grouped up is tricky. You do get more kills just because you are organized, but you also win more games. On the other hand, you get less kills because people in your group get more.
However, all this is really meaningless.
Lets say you run a Commando with TAG and NARC, you help your teammates by keeping locks for missiles and stuff, they get all the kills and wreck enemy teams. You on the other hand hardly ever get kills (just because you don't have any weapons), die frequently beacuse you have to be exposed to use TAG and have to get close to NARC, can't defend yourself against other lights (again, no weapons). This will lead to a very high W/L (because your team wrecks opposition) but very low K/D (because of the above). However, this doesn't mean you are doing bad.
Another example. Lets say you run a brawler Atlas (smth basic like 2LBX10s, 3SRM6s). What you do is that you tank for your team, soak up the damage and hurt enemy brawlers. You are very useful and doing good, charging the enemy at the right time and so on. However, its obvious that you can't get many kills doing this (unlike sniper builds who tend to finish off mechs damaged by same brawlers), mostly 1, maybe 2, sometimes 3, sometimes none. And you almost certainly die every match. K/D isn't that great, but W/L is. But this again doesn't mean you are doing bad.
So, if you only play solo, I'd say the only thing that matters is how far your W/L is from 1.0.
Again, IMO:
W/L > 2.0 - awesome
> 1.5 - good
~ 1.0 - average
> 0.5 - poor
< 0.5 - yeah, you guessed it
If however you play grouped up a lot, those criteria go up rather fast. For a person who playes in a meta 4-man all the time, I'd say anything with W/L < 5.0 is crap. W/L = 10.0 is solid, etc.
As for K/D ... it means nothing. Only thing that it reflects by itself is how adept you are at dealing final blows. Even average exp/c-bills per game is better for judging your skills.
#29
Posted 06 May 2014 - 04:59 AM
Quote
My stats aren't great but judging by the fact I have only played a moth I don't see them as terrible.
So my blr-1 as it currently stands statistically
149 matches played
68 wins 78 losses-0.87
111 kills 101 deaths - 1.10
damage done - 41,084
I've definitely improved my performance compared to how I was doing with my orion , But still i'm finding my w/l and k/d telling two different stories, I always try to do the best I can to contribute as much as I can without putting my self in a position where I die in a blaze of epic failure. Don't know what else I can do.
Honestly, while w/l is important, you can't focus on that. One thing to take into account is if you are dropping solo or with groups. If you are dropping solo, you have to simply accept a lower WLR. In a game with 12 players on a team, having comms (even with just a 2-4 man group) is a massive advantage that the average PUG can't overcome.
More important statistics are k/d and damage taken/damage dealt (which they don't track as of now.) However, you are playing missile support, so don't expect a high KDR. As fire support, you're projecting damage at range and providing covering fire, allowing the frontliners to get in for the kill-blows.
Quote
That's crap. Even if you're dropping solo, you are at the LEAST 1/12th the equation. Good pilots are much more. Knowing where to be, being precise with your fire, staying alive longer all contribute to your battle's outcome, and your personal WLR.
Saying it is completely out of your hands is a cheap way of trying to excuse poor performance.
#30
Posted 06 May 2014 - 05:03 AM
Franklen Avignon, on 06 May 2014 - 04:59 AM, said:
Saying it is completely out of your hands is a cheap way of trying to excuse poor performance.
#31
Posted 06 May 2014 - 05:20 AM

For me I find that it depends on the mech AND the role.
LRM mechs probably should not get kills. Spread damage, etc. Great for stripping armor, let the brawlers close and get kills. My Cat and KGB (both LRMs with 2 ml backup) actually have > 1 KDR since stat wipe, but its a fluke -- they were WLR > 1 and KDR < 1 before the wipe. But both had LOTS of assists! I think this is how it should be.
My puny TDK is KDR < 1, but WLR is near 4. Four ML could allow for kill steals, but for me often doesn't. It is just a Good Luck Mech and my team wins when I drop with it.
And I've got brawler mechs, with KDR of about 2 or 3, and WLR of about a perfect 1. (I'm not overly good.) Close in, after the long range mechs have been weakening the enemy, and shoot for the red-armor spots.
Except for my Blackjack. Pre-stat-wipe it was good at the "hit the red section" game. After the wipe, KDR is about 0.3. Ugh. Can't figure out how my play changed so sharply on the stat wipe.
But other posters were right. If you are having fun, the stats mean nothing. I use them to see if my skills are trending up or down, but the exact numbers can be so far off for no good reason there is no point to worrying about them.
#32
Posted 06 May 2014 - 05:29 AM
Flaming oblivion, on 06 May 2014 - 02:46 AM, said:
#33
Posted 06 May 2014 - 05:37 AM
Bulletsponge0, on 06 May 2014 - 05:29 AM, said:
However MW:O ECM is OP for the CBT Universe, Guardian ECM does more than its larger more expensive Brother, Angel ECM.

#34
Posted 06 May 2014 - 06:54 AM
This from a PUG perspective.
#35
Posted 06 May 2014 - 07:18 AM
Some strange stats:
- my best mode is conquest at a wl ratio of1.36 (all modes are above 1 wl). Makes sense since I mainly play faster shorter range mechs.
- most maps are above 1 wl bit just barely. The freak is frozen city night with a 3.4 wl.
- I would rank my brawling mechs for wl, kd, and damage per game. Currently my AWS 9M is top mainly because of its 306 dam per game. The week before it was my TDK at top and before him was my HBK 4 SP.
- I dabble with longer range and it shows how easy it is compared to brawling. My DRG 1C with 2erll and a gauss is top damager (377 per game), 1.3 wl, and 1.23 kd.
Edited by Flagrant, 06 May 2014 - 07:21 AM.
#36
Posted 06 May 2014 - 07:18 AM
Lynx7725, on 06 May 2014 - 12:52 AM, said:
Just out of curiosity, my Orion-V's WLR is 1.23, while my KDR in the same is 2.17, with 197 matches played since the stats reset. What does that mean to you guys?
No takers?
I'm just really curious how you guys would interpret the stats.
#37
Posted 06 May 2014 - 07:24 AM
#39
Posted 06 May 2014 - 07:32 AM
Screech, on 06 May 2014 - 06:54 AM, said:
This from a PUG perspective.
A KDR above 1 is not at all necessary for a positive W/L. This is also from a PUG perspective.
#40
Posted 06 May 2014 - 07:32 AM
PhoenixFire55, on 06 May 2014 - 04:47 AM, said:
Provided you play solo all the time ...
If your K/D is better than your W/L you are doing good and visa versa.
IMHO, if:
(K/D)/(W/L) > 2.0 - awesome player
> 1.5 - good player
> 1.0 - average player
> 0.5 - poor player
< 0.5 - baddie bad bad
Now the impact of being grouped up is tricky. You do get more kills just because you are organized, but you also win more games. On the other hand, you get less kills because people in your group get more.
However, all this is really meaningless.
Lets say you run a Commando with TAG and NARC, you help your teammates by keeping locks for missiles and stuff, they get all the kills and wreck enemy teams. You on the other hand hardly ever get kills (just because you don't have any weapons), die frequently beacuse you have to be exposed to use TAG and have to get close to NARC, can't defend yourself against other lights (again, no weapons). This will lead to a very high W/L (because your team wrecks opposition) but very low K/D (because of the above). However, this doesn't mean you are doing bad.
Another example. Lets say you run a brawler Atlas (smth basic like 2LBX10s, 3SRM6s). What you do is that you tank for your team, soak up the damage and hurt enemy brawlers. You are very useful and doing good, charging the enemy at the right time and so on. However, its obvious that you can't get many kills doing this (unlike sniper builds who tend to finish off mechs damaged by same brawlers), mostly 1, maybe 2, sometimes 3, sometimes none. And you almost certainly die every match. K/D isn't that great, but W/L is. But this again doesn't mean you are doing bad.
So, if you only play solo, I'd say the only thing that matters is how far your W/L is from 1.0.
Again, IMO:
W/L > 2.0 - awesome
> 1.5 - good
~ 1.0 - average
> 0.5 - poor
< 0.5 - yeah, you guessed it
If however you play grouped up a lot, those criteria go up rather fast. For a person who playes in a meta 4-man all the time, I'd say anything with W/L < 5.0 is crap. W/L = 10.0 is solid, etc.
As for K/D ... it means nothing. Only thing that it reflects by itself is how adept you are at dealing final blows. Even average exp/c-bills per game is better for judging your skills.
I will say that K/D is a very misleading stat. Very few of my mechs have under a 2 K/D, and my average K/D is 2.16 in almost exclusively solo drops. With that said, I don't think of myself as a particularly great player; maybe a bit above average at best. The thing is, if you kill one mech when you lose and then die, but kill one mech when you win and survive the match, and you're breaking even with wins and losses, that makes you about normal. While I'm aware of the fact that the average K/D is 1 because with the rare exception of suicides, one player dies for every one kill, being able to take one person down in a 12-1 roll doesn't help your team much, it's still a huge loss.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users