Jump to content

Some In-Game Match Statistics I've Been Keeping Notes On:


  • You cannot reply to this topic
6 replies to this topic

#1 Makenzie71

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 938 posts
  • Location"I don't like your loadout...you must have no idea what you're doing." ~This forum

Posted 04 October 2015 - 02:59 PM

I've been keeping up with this for a little while and it's important to understand that the information cannot possibly be complete...it's almost entirely arbitrary because I can't monitor the entire match (both sides). But this is what I've been noticing from my own perspective:

100 matches

I've been keeping track of matches in which a plan has been offered, and matches in which a plan has not been offered, and have noted this from the previous 50 of each:

50 matches, no plan offered: 38 losses/draws, 12 wins

50 matches, plan was offered: 19 losses/draws, 31 wins

My favorite note of this experiment has been that of the 50 matches where a plan was offered, in 11 matches the team disregarded the plan. All 11 of these matches were lost. I'm following this number pretty closely to see how it trends, but I found that to be very amusing. So far, in my experience, the team disregarding the plan has resulted in a 100% failure rate.

What I'm really gathering from this is that unless you have a plan you think is better, if a plan is offered: do it.

I've kept loose notes on the matches I've used here if anyone would like to know how any other aspect might compare...I'll be happy to look at it. Again, of course it's arbitrary since I don't know if the other team had a plan or anything, and player skill sways everything...I just find it fascinating.

#2 Belazaar

    Member

  • PipPipPip
  • 59 posts
  • LocationAtlanta, Georgia

Posted 04 October 2015 - 03:30 PM

I've been thinking about this as well. I haven't done the study yet.

How do you define a plan. Is it as simple as meet up in H 10 or hey we are going to swing right and flank them. Do they continue to update commands during the battle, flank left flank right type stuff?

Do people use the map tools, chat or voice?

I've been thinking about the type of people that are playing.

There seems to be Battletech enthusiast, these are the people that try to play as a team and continue to purchase mechs.

Then you have the normal FPS crowd, these are less likely to participate with the team other than using them for a distraction. I don't know if the continue to purchase mechs unless it has bee shown to be a top build.

The really should do away with all selections and combine the solo and group modes.

The have three selections Competitive, Normal and true solo drop.

#3 Makenzie71

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 938 posts
  • Location"I don't like your loadout...you must have no idea what you're doing." ~This forum

Posted 04 October 2015 - 03:51 PM

I've defined a plan as anything involving more than "meet at x coordinates"...that plan almost invariable results in the murder-ball technique. Sometimes a plan involves the murder-ball but it needs more than just a point of convergence. I like seeing plans that are elaborate and require constant direction from the commander, but I've often seen the most effective plans were the ones which could be hashed out entire while waiting for the drop clock to time out.

I don't often see the map tools used. It requires a person to take their eyes off the combat which can be dangerous. Not everyone uses the chat. The most effective has been the text chat...as a result I see a lot of abbreviations and shorthand writing.

What I would really love to see is "command", or something like, added to the skirmish/conquest/assault scenarios...something in which a 13th player would drop and chosen at random to command the company. this person would be given additional tools like the company's loadouts and statuses, and even the ability to switch to FPV with any of the mechs in the company.

#4 Big Bertha 00

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 78 posts
  • LocationClassified

Posted 04 October 2015 - 05:32 PM

Is it possible that there is a bias to the results because "better" players are more likely to offer a plan?

Thanks for keeping track of this and reporting it to the community. Interesting stuff.

#5 Makenzie71

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 938 posts
  • Location"I don't like your loadout...you must have no idea what you're doing." ~This forum

Posted 04 October 2015 - 05:40 PM

View PostBig Bertha 00, on 04 October 2015 - 05:32 PM, said:

Is it possible that there is a bias to the results because "better" players are more likely to offer a plan?


I don't think it's just possible. I think it's probable.

#6 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 04 October 2015 - 05:43 PM

proves the point that teamwork and comms are OP and both should be nerfed. ;-)

#7 Chuck Jager

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,031 posts

Posted 04 October 2015 - 05:47 PM

just setting simple coords and starting murder ball is a step up and does help with wins. I you can not murder ball all is lost





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users