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Tukayyid Stats: What I Learned


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#1 MagResPolarBear

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Posted 02 May 2015 - 06:05 AM

I was mulling over a previous post when I came accross the statisitcs from the battle of Tukayyid, so I decided to take a look at them (link to my spreadsheet). Here's what I learned.

The most usefull thing I learned were probably that the average player did 1072 damage per match and got 2.88 kills. So, if you want to know whether or not you're pulling your weight, those are the numbers to aim for. The average player also put out 24 points of friendly fire each game, which is actually less than I expected. The average player earned 330k C-bills and almost 3400 XP per match, which may or may not be higher than what the average player earns in regular drops (I can't be sure about that since I don't know the average earnings for regular drops or the average match/queue times).

It was also interesting to compare clans & IS. There were about 40% more IS players than clan; this is actually much lower than I was expecting. Given that I once saw 33 IS teams queueing up against 1 clan team, I was expecting this to be much less balanced (and remember; less than 400 people switched from IS to clan during the event). Despite this, 'Mechs destroyed and damage done were more or less identical for both sides. I guess this makes sense when you remember that all matches are 12 v 12, so the IS could never bring its advantage in numbers to bear. Clan players did do about 5% more friendly fire, however (I wonder how much of that comes from hitting friendlies in the back with blue LRMs...)

What I was really after, however, were the score tables at the end of the stats post. I'm not a big fan of huge tables, so here they are as a histogram (plus the calculated number of players with 0 score):
Posted Image
The graph is more or less what I expected; lots of people played a few games, then the numbers trail off. There are spikes at all the milestones, with a particularly large spike at score 40 (which is, of course, where you get the free 'Mech). I was shocked to see that almost 11% of participants got all the way up to 50; considering that that's roughly 24 hours of solid game time (plus whatever the queue times were for IS players), there are some pretty determined people out there.

I also put together a cumulative graph of the stats:
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This shows how the number of players falls off with various scores, so almost 75% of players reached score 3, but 50% had given up by about 8-9 points. Almost 20% of players received the free 'Mech, which is more than I would have expected given the time required.

Finally, I also noticed that the number of matches played was about 20% higher than the minimum number of matches required to achieve the scores in the table. This seems quite high, however, given that a 20% failure rate would imply that, on average, 4 players in every match would have match scores below 80. I'm guessing that the actual failure rate is lower than 20%, and that my numbers are being skewed by players with scores of 50 who continued to play CW even after they had achieved their maximum score.

#2 Mar-X-maN

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Posted 02 May 2015 - 07:59 AM

As a player who continued to play after reaching 50 points, I have to say your analysis seems pretty spot on.Well done.

#3 Jess Hazen

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Posted 02 May 2015 - 08:15 AM

Yeah you've pretty much nailed it.

As for the friendly fire bit I would have to contend that Clan FF was higher due to the burn duration penalty {Extended Duration} PGI has imposed upon clan energy weapons for no good reason.

Well that and impromptu duels at the end of the match for funs.

#4 crustydog

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Posted 02 May 2015 - 08:32 AM

I kept playing after 50 matches because, well, I didn't want to lose the battle:)

In for a penny, in for a pound.





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