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W/l And K/d Telling 2 Different Storiess

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#1 Flaming oblivion

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Posted 05 May 2014 - 11:43 PM

Ok so I've found my spot which is a assault missile platform it seems to be where I perform best for now , But I appear to be doing something wrong......

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.

Edited by Egomane, 06 May 2014 - 12:28 AM.


#2 Kilo 40

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Posted 06 May 2014 - 12:00 AM

w/l is completely out of your hands. and for PUG matches I think it should always hover close to 50-50.

personally I like a nice k/d ratio, but at the end of the day, who cares? play and have fun. why care about artificial stats?

#3 Monkey Lover

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Posted 06 May 2014 - 12:47 AM

wins 395/ losses 325

kill death ratio 0.80

dmg 230,691



You die more when you are first to run up the hill but you win more matches :(

#4 Flaming oblivion

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Posted 06 May 2014 - 12:50 AM

Being the first to run up the hill on a missile boat doesn't feel appealing to me :/

#5 Lynx7725

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Posted 06 May 2014 - 12:52 AM

WLR and KDR should tell different stories. WLR effectively highlights how well you integrate into teams, while KDR is more dependent on your build and playstyle.

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?

#6 Training Instructor

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Posted 06 May 2014 - 12:56 AM

My W/L record is pretty decent, but my K/DR hovers right around 1.

I attribute this to me taking actions that help my pug teammates win, but don't necessarily keep me alive. Leading the push, actively engaging, etc.

Also, if my team is being slowly picked apart by a sniper/lrm team, I will rambo the enemy team just to get out of the match, because I don't have the patience to hide for fifteen minutes.

Edited by Training Instructor, 06 May 2014 - 12:57 AM.


#7 Sparks Murphey

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Posted 06 May 2014 - 01:17 AM

Ultimately, if you are PUGging, your W/L ratio is only 1/24th your W/L ratio. Any of the other eleven guys on your team could be terrible, and any of the other twelve guys on the other team could be brilliant (or the other way around). Statistically, it means that you need to add 23 to either side of the equation to produce that range where your contribution to that 0.87 W/L ratio lies. That means that, with your games so far, you are somewhere between [91 wins/78 losses] = 1.17 WLR (if your team has consistently and utterly betrayed you, and your opponents were always much, much better than you) and [68 wins/101 losses] = 0.67 WLR (if your team have always been brilliant, and your opponents have consistently been terrible).

As you play more and more games, the addition of 23 to either side will slowly be a lesser influence, and you'll have a number more closely reflecting your true skill. For now, you've got 6 games (149/23) under your belt that, statistically speaking, you determined the outcome of.

#8 Joseph Mallan

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Posted 06 May 2014 - 01:22 AM

View PostFlaming oblivion, on 05 May 2014 - 11:43 PM, said:

Ok so I've found my spot which is a assault missile platform it seems to be where I perform best for now , But I appear to be doing something wrong......

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.

Try dying in a Blaze of Epic Glory.
17K/39D
28W/21L

#9 Monkey Lover

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Posted 06 May 2014 - 02:18 AM

View PostFlaming oblivion, on 06 May 2014 - 12:50 AM, said:

Being the first to run up the hill on a missile boat doesn't feel appealing to me :/


Then you might want to work on your setup. If you can't survive without others tagging you're not going to be much help to your team most the time.

#10 Flaming oblivion

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Posted 06 May 2014 - 02:36 AM

I tag when I have to I rarely hit under 200 damage up to 800 depending on the team , If the opponents have 2+ ecm I write the game off as a loss till they fix it . If my team loses 4 people before most of the teams even positioned I consider its a loss. A missile boat that walks out to tag against any smart team that's sticking together is a dead missile boat more so if they have more then one ecm, BEcause by the time you can lock never mind fire you've took massive damage . ECM is overpowered I will not accept any argument on this point and my builds fine . ble 1s 3 ml tag , 2 lrm 15 , 2 lrm 10 , BAP , arty , xl300 , max armour , ammo , dhs endo

#11 Joseph Mallan

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Posted 06 May 2014 - 02:42 AM

Then you have a losers mentality Oblivion. If every tough situation becomes a "loss" in your mind then you have already brought it to life.

#12 Flaming oblivion

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Posted 06 May 2014 - 02:46 AM

Nope I just understand with a crutch that extreme unless they make mistakes or there really bad its unwinnable, I rarely lose when my side gets a 4 lead early on , And I never lose when my side gets 2+ ecm . And I find it as frustrating when I get the mass ecm on my side because I know ecm played the largest part in the win , because its broke. And honestly even 1 ecm is a game changer , ECM has the most impact of any piece of equipment in a game by a colossal amount assuming your team knows how to use it, I just hope its fixed soon

Edited by Flaming oblivion, 06 May 2014 - 02:52 AM.


#13 Joseph Mallan

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Posted 06 May 2014 - 02:53 AM

View PostFlaming oblivion, on 06 May 2014 - 02:46 AM, said:

Nope I just understand with a crugtch that extreme unless they make mistakes or there really bad its unwinnable, I rarely lose when my side gets a 4 lead early on , And I never lose when my side gets 2+ ecm . And I find it as frustrating when I get the mass ecm on my side because I know ecm played the largest part in the win , because its broke.

Yeah it is OP but you won cause your team was Better. If that means you brought the better equipment then to bad for the losing side.

We can't have our cake and eat it too.
If you want Communication get TS3 till PGI gets VOiP on line.
If You think ECM is winning the match make sure you have some on your team (bring it)
If AC/PPC is killing you, bring it OR find what works against it.

Whining and complaining never won a fight.

#14 Monkey Lover

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Posted 06 May 2014 - 02:54 AM

most the time the ecm is on some cicada who runs 1500m away and snipes with some er lasers :ph34r: When you get the ddc ,they're the stuff :)

#15 Javenri

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Posted 06 May 2014 - 03:23 AM

To sum it up:
-Win/Loss is something that is mostly out of your control. Being good of course helps the teams you join to win. Playing in premade groups also helps.
-Kill/Death ratio is up to mech setup and luck. I think most of us had matches with 120 damage and 3 kills or 600+ damage and no kills. KDR describes a players ability to kill as much to survive. Players with high KDR are sometimes quite selfish; either by playing safe and letting their teamates get killed for about half the match and then appear to kill the already worn enemies or by hiding at the end of a match that didn't go well, letting everybody wait for the end of the match.

For me, damage should be the only thing that a player controls and better represents his overall skill. Aiming, positioning, driving, awareness and team integration help someone achieve high damage average regardless of the class he plays. Of course one should take this proportional to each mech weight (to be honest, I do know some light mech pilots that can outdamage any other class but anyway). A good formula I found from another player (sorry can't remember his name) is to divide damage to mech tonnage. For example if I average 400 damage with an Awsome, my damage per ton is 400/80=5. If I average 240 damage with a Cicada then the ratio is 240/40=6. This is an indicator for me that I am more efficient with the Cicada than the Awsome.

#16 Mycrus

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Posted 06 May 2014 - 03:48 AM

After they archived stats I started caring even less..

#17 Flaming oblivion

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Posted 06 May 2014 - 03:59 AM

I believe something to be completely broken and a unfair advantage , solution - take it my self, Cant beat broken balance join exploiting it , not sure that's the solution , I'm starting to get less frustrated by losses that aren't my fault though , If a teams running around like a bunch of headless chickens , or not doing much and I'm running a mech that's primarily support there's only so much I can do with nothing to support, I'm averaging around 275 damage , which yeah that's moving up most fights now are 300-400 damage , I have really terrible runs though , The biggest issue I tend to run into is getting stuck on teams that appear to have absolutely no clue what they're doing , Which is where being a support role is a disaster, PuGGing + support could be my problem.

#18 Petard

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Posted 06 May 2014 - 04:00 AM

Keep at it Flaming, nothing shabby about those stats for a player of a month's experience, I'm pretty sure I didn't have a single mech with stats anywhere near that after a month, although I was plagued by an old PC that regularly crashed/dced me, which wasn't helping.

As you gain more experience and map knowledge, your stats on that mech should keep improving, as will your stats on other mechs as well, after playing pretty solidly for a year now, my improvement has been very noticeable...

Just for reference, and I'm sure others have far better stats...

BLR 1S - XL280, Endo, DHS, BAP, 2xALRM20, 2xALRM5, 1980 rounds LRM ammo,(No ghost heat with that LRM loadout), TAG, 3xMLas, max armor everywhere except legs. I use the LRM 5's to harass, fire at lights, fire at people close to cover to make em hide, etc., and when I have someone tagged, or am certain I am gonna hit em, then I unload all my tubes at em.

179 Matches, 101 W, 78 L, 1.29 W/L, 202 Kills, 103 Deaths, KDR 1.96, 82,689 Damage.

No way known that I could have posted those sorts of numbers when I first started playing, it takes time to become experienced using LRM's, knowing who to shoot at and who not to by where they are in relation to you plays a huge part in your effectiveness..

One thing though, always be on the lookout for opportunities to gain direct LOS to your enemies, and TAG em, LRM's become deadly in that situation.

Also don't be the LRM boat sitting at the back, firing at near maximum range, you want to run close behind your main force, 1. So they can protect you, 2. Less time of flight on your missiles means less chance for your target to evade them, and 3. So that you can pop out and TAG that pesky D-DC, in order for your mates to target him, while you pound him with missiles.

Good Hunting... :)

Edited by Petard, 06 May 2014 - 04:06 AM.


#19 Atheris

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Posted 06 May 2014 - 04:01 AM

I'd think K/D ratio also depends on the type of mech you drive, a heavy/assault mech is probably easier to survive in than a light one, you can survive more hits and get through a match if you aren't stupid while light mechs have to be in the front lines or beyond the front line and rely on their speed and evasion to survive, one lucky hit and they are dead.

#20 Trevor Belmont

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Posted 06 May 2014 - 04:07 AM

Posted ImagePosted Image

Edited by Trevor Belmont, 06 May 2014 - 04:08 AM.






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