

How Much Damage Is Good Damage?
#81
Posted 13 June 2015 - 02:34 PM
#82
Posted 13 June 2015 - 06:33 PM
Edited by lsp, 13 June 2015 - 06:35 PM.
#83
Posted 13 June 2015 - 07:00 PM
Jman5, on 12 June 2015 - 02:39 PM, said:
Between games I started marking damage numbers of the assaults, heavies, mediums, and lights and split it between the losing team and winning team. This was done in the solo queue and all 3 game modes. I skipped over weekend event numbers to avoid any weirdness. Overall I recorded about 1,400 damage scores. Without further ado, here are the average* damage numbers.
Average Damage for a Winning Player by Weight Class
- Lights: 196
- Mediums: 312
- Heavies: 333
- Assaults: 383
If you're curious, the average damage for a losing player by weight class is
Light: 131.5
Medium: 170
Heavy: 232
Assault: 273
Fun Fact: If you compare average winner and loser damage of each weight class, the medium class had the greatest gulf. Does this mean that your team's medium performance is the most important make or break weight class in the solo queue? Or is it just an anomaly that will eventually even out? I don't know.
* Ok I said average, but technically I calculated median. It's basically the same thing except median is better if you want to cut through outliers on the high or low end.
Lights are a mixed bag...if you are doing your job you are scouting and providing an accurate view of the battlefield to your comrades...which oft means not firing as the second you do you have to break visual contact with the enemy lol
soo choice anemic dmg for you and phat dmg for anything with lrms and possibly all the visually impaired people on your team...or you can aggressively divert the enemies attention at oppertune moments lol
#84
Posted 13 June 2015 - 07:09 PM
Jman5, on 12 June 2015 - 03:59 PM, said:
That generally excludes ammo explosions

#85
Posted 14 June 2015 - 03:58 AM
Bishop Steiner, on 13 June 2015 - 01:13 PM, said:
I probably cost myself a lot of epeen by being efficient.
Yeah, basically me to. I think it is sooooo beyond ********, that in order to get paid, we gotta farm.....
#86
Posted 14 June 2015 - 04:13 AM
#87
Posted 14 June 2015 - 04:59 AM
Elizander, on 14 June 2015 - 04:13 AM, said:
If you gotta carry hard, if you score any less then about 12 kills, you didnt do enough. Ive seen WoT games where my dad and uncle kill like 10 between them and its not enough. Or where my dad kills 8 and its not enough. Hell, ive done 9 and lost...ofc, in a tier 1...but still lol.
#88
Posted 15 June 2015 - 02:55 AM
The game doesn't reward that, of course, so they need to wade in and rack up some assist damage.
My Spider-5D "faux-urbie" would regularly rack up only 100 damage or so. But with a full EW loadout, it is a master of team support, which leads to a team win.
#89
Posted 15 June 2015 - 03:15 AM
#90
Posted 15 June 2015 - 03:19 AM
#91
Posted 15 June 2015 - 04:02 AM
Jman5, on 12 June 2015 - 02:39 PM, said:
Between games I started marking damage numbers of the assaults, heavies, mediums, and lights and split it between the losing team and winning team. This was done in the solo queue and all 3 game modes. I skipped over weekend event numbers to avoid any weirdness. Overall I recorded about 1,400 damage scores. Without further ado, here are the average* damage numbers.
Average Damage for a Winning Player by Weight Class
- Lights: 196
- Mediums: 312
- Heavies: 333
- Assaults: 383
If you're curious, the average damage for a losing player by weight class is
Light: 131.5
Medium: 170
Heavy: 232
Assault: 273
Fun Fact: If you compare average winner and loser damage of each weight class, the medium class had the greatest gulf. Does this mean that your team's medium performance is the most important make or break weight class in the solo queue? Or is it just an anomaly that will eventually even out? I don't know.
* Ok I said average, but technically I calculated median. It's basically the same thing except median is better if you want to cut through outliers on the high or low end.
Did you take out trial mech damage scores ? What about disconnects ? The sample size is large enough so that its probably just noise, but if you take out the above two it might give a more "realistic" number.
#92
Posted 15 June 2015 - 04:56 AM

#93
Posted 15 June 2015 - 05:03 AM
#94
Posted 15 June 2015 - 10:23 AM
Haji1096, on 15 June 2015 - 04:02 AM, said:
Did you take out trial mech damage scores ? What about disconnects ? The sample size is large enough so that its probably just noise, but if you take out the above two it might give a more "realistic" number.
No. It would be impossible for me to differentiate trial mechs and regular champion variants. As for disconnects. I initially removed 0 damage mechs but I soon realized that many of them were people who simply got smashed. All in all, there were very few 0 damage scores. I counted 21 in total out of over 1,400 scores.
#95
Posted 15 June 2015 - 10:32 AM
Jman5, on 15 June 2015 - 10:23 AM, said:
Would it be possible to remove the 0-180 damage scores and see how that affects it?
Or just sub 100.
#96
Posted 15 June 2015 - 10:40 AM
Mcgral18, on 15 June 2015 - 10:32 AM, said:
Would it be possible to remove the 0-180 damage scores and see how that affects it?
Or just sub 100.
Not sure that's a viable mechanic, I've gotten 4 kills without breaking 200 damage, all solo kills and kills most damage, head shots on 2 of those, rear armor side torso XL on the other 2, some of us go for the quickest possible kill, not the most damage. I've had headshots stolen from me, I did the initial 30 damage to open it up and someone got that last 3 top blow the cockpit, or blown open the rear side torso on a Raven only to have someone else get the final blow, very little damage done in those cases, but that damage was far more important than the Atlas who dumped 500 damage for 2 assists and no kills.
33 damage kills a Mech, any Mech, so anything beyond that really means your aim needs work. My Lights are 70 to 150 damage per kill currently, 200 average for everything but my Atlases which are 393. I need to work on my aim, but as I said earlier in the thread, I do tend to use LRMs and SRMs a lot, so the numbers aren't TOO bad, still could be a lot better with my Atlases.
#97
Posted 15 June 2015 - 10:44 AM

That being said, I think the stats are fairly accurate based on what I see in-game. I don't think that they are particularly good benchmarks for which players would be shooting though. I would recommend 250 damage as a minimum for Lights, with 400 damage as a min for Mediums. Heavies and Assaults should deal at least 600 and 700 damage apiece, I feel.
This varies based on team coordination. If the team focus fires on specific components and roles the enemy, then nobody will have the time necessary to accrue those damage scores. However, in a balanced, protracted match those are the scores that I feel are reasonable to the weight classes.
#100
Posted 15 June 2015 - 11:52 AM
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