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Unit Stats And Win %


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#61 Nerdboard

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Posted 16 December 2015 - 05:48 PM

View PostKuritaclan, on 16 December 2015 - 05:20 PM, said:


And now it is your turn. How much 12 mans you saw in cw droping wave after wave with one kind of mech within the wave. This only happens if the order was given we make an objective rush bring for example your ACHs in 2nd and 4th wave.


Actually more than half my matches against 8-12 man groups during the event were like that (about 15-20 of ~40 games overall I'd say). The point is that on IS side the speed varies much more from mech to mech than it does on Clan side due to the fixed engine. This can prove both advantage and disadvantage. In the Invasion gamemode this mostly is an advantage. No one is claiming that defending the objective is outright impossible or that absolutely everyone can just kill it. But I think a majority of the playerbase will agree that it takes more effort to defend than to destroy it. The result then obviously is that by even distributed skill levels on both sides the attackers will win more often than not.

Overall the stats are as you'd expect them to be I guess. Not being able to field a decent sized group tends to wreck your winrate in those events. Still impressive winrate for some of those units (even more impressive for those who mostly won their games by kills).

#62 Kuritaclan

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Posted 16 December 2015 - 06:20 PM

View PostIrish BoB, on 16 December 2015 - 05:16 PM, said:

Destroying Omega was a viable way for the clans to win a match without having to spend at least 20-25 minutes killing all 48 opposing mechs. I'm not sure how you can't see the advantage of that.

As i saw it 12 mans don't needed an objective rush to be fast. I saw 12 man ts groups evaporating in under 20 minutes a couple of time with all 48 mech destroyed. So to speak. An objective rush is a little to nothing faster than a coordinated wipe out of enemy mechs. The fastest objective rush was 12:48 battle time on BoT 2 the fastest wipe out 15:27 I encountered.

There is no strong advantage in objective rush - unless you are chasing the wins per minute and this is not really satisfying playing many hours in this game when the fun is killing mechs of the opponents. You may argue that it is faster, but it certainly isn't that funny playing this style over and over again a full weekend long. No the only time the objective rush mattered was on the end of the event to make sure you will win it, because they are nearly unstoppable when executed by a 12 man group. BUT read more in the other paragraphs!

View PostIrish BoB, on 16 December 2015 - 05:16 PM, said:

You seem to be stuck in the mindset of pugs vs pugs in CW but don't for one minute think that it was these types of engagements that won the event for the clan side. Im sure the 100% pugs wins contributed but lets face facts, its the organised groups capable of winning matches quickly on the last day that turned the event in favour of the clans.

Nopp I'm not stuck in that mindset. What won the event was the last "hour" of the event NOT the last day. And to make it clear only in this last games before time ended the rush was the easier way to get the zone switched, but they didn't win it at all.

View PostIrish BoB, on 16 December 2015 - 05:16 PM, said:

The organised groups on the I.S side simply did not have the option of winning the match quickly in this way. Even if only 10% of matches were secured through killing Omega within 15 minutes (I'm being super generous here) thats a massive difference........Add to that the large wait time for IS groups but that was unavoidable

Well the organised IS groups didn't had the option, but that is absolutly wayne. Quickly does not mean it helps to achive anything towards the win. Winning the game in 15 or 25 min is wayne. What you wanna achive by your logic of objective rush will win the event, that in the last hour all dropzones on tukayyid would be hold by clans you could attack them when they have a base to defend and you will win with an objective rush. So by the sake of argument how quickly you win is a usless factor. It comes down to winning by game mode. And since pugs have it harder to win against a team defending with a base full of turrets and the IS have more pugs percentage wise within all drops to the percentage of 12 mans/coordinated groups your helpless account of some IS 12 mans finish their game on the last dropspot faster does not help. The pugs which have higher percentage would have failed to win their matches more as some 12 mans would have likely one their objective rushs.

In the end it boils down to clans have percentage wise more coordinated groups within the queue -> that set up more wins. If this coordinated / 12 man groups could objective rush on the last drop zone within the last battle it gave them the same advantage over a "pug" no matter what game mode. Because of this the outcome as it stands i would say would have been the same.

View PostIrish BoB, on 16 December 2015 - 05:16 PM, said:

It was a completely valid way of winning, nobody could say otherwise.....but if it was possible for us to do the same, we would have done it every single drop on the last day.

And even than IS would have lost by the sake of the argument. To make it clear winning faster only gives the opponent who lost the drop the advantage of rushing your base down in a objective rush. So it only would speed up the games slightly to 48ers wipe outs, but it does not change outcome. Unless you would have MORE 12mans/coordinated groups winning objective rushs setting up losses to have a base to attack on the very last zonedrop of the event making sure you can objective rush. BUT, up until the end in swung around 50% - BY average IS as Clans would have equally much bases to rush - however more 12mans on clan side vs more uncoordinated groups on IS side would have faced each other and the outcome would have still be the same. Even if some IS 12 mans would have one the last game of the event win in 15 min and not 25 it wouldn't have changed the outcome since the IS pugs wouldn't have stand their ground against the higher percentage of facing clan coordinated groups.

@Nerdboard

View PostNerdboard, on 16 December 2015 - 05:48 PM, said:

Actually more than half my matches against 8-12 man groups during the event were like that (about 15-20 of ~40 games overall I'd say). The point is that on IS side the speed varies much more from mech to mech than it does on Clan side due to the fixed engine. This can prove both advantage and disadvantage. In the Invasion gamemode this mostly is an advantage. No one is claiming that defending the objective is outright impossible or that absolutely everyone can just kill it. But I think a majority of the playerbase will agree that it takes more effort to defend than to destroy it. The result then obviously is that by even distributed skill levels on both sides the attackers will win more often than not. Overall the stats are as you'd expect them to be I guess. Not being able to field a decent sized group tends to wreck your winrate in those events. Still impressive winrate for some of those units (even more impressive for those who mostly won their games by kills).

But this very little thing is not the case. There is no even distributed skill levels. By queue and w8 times coordinated groups drop more often on clan side than on is side. It is more likely to face a 12 man on is side than on clan side. Plz look up my thread: http://mwomercs.com/...to-tukayyid-ii/ (JUST A LITTLE BIT NOICE ABOUT TUKAYYID I COMPARED TO TUKAYYID II) I compared what i faced when i played for IS and when i played for clans. On IS i did go against 17 times out of 26 against a 8 man group or higher with the same faction (which most likely will be coordinated in TS) vs only 9 times facing an 8 man group or higher on my 21 clan side matches. This is a 65% ratio vs. a 42% ratio! This show that more coordination was practiced on clan side what clearly shows that the statment "even distributed skill level" won't have an impact. And even if IS would have had the option of objective rushs, more coordinated groups would have faced "PUGs" on the last drop of the event, which more likely couldn't have executed a objective rush. There is no evidence that this claim you made would have changed the outcome of Tukayyid in favor of the IS. In the mindgame a objective rush helps the attacker to win the game easier, but the condition to do so is to be coordinated. And this condition was not matched by IS as it was on Clans. And if this is the case clans could have stopped even easier Pugs with a base in their back, since PUGs tend to get killed by the base and they are not coordinated enough to proceed a base rush anyway.

The speed argument proves to be both advantage and disadvantage - I agree. And yes in In the Invasion gamemode same speed helps to play as a death ball or do whatever you call.

This argument: "But I think a majority of the playerbase will agree that it takes more effort to defend than to destroy it." I disagree and agree since it depend on skill/coordination. With high skill e.g. coordinated groups up to 12man over all I would agree. With low skill e.g. pugs I disagree 2LL turrets or as i call them "non moving ravens" blast pugs into oblivion every single time. In average of both sides this argument is unvalid. Since on event times many pugs come only for the event goodies, which they can achive without grouping up/playing effective. So they do not care if they win or loss. And because of that they tend to be unorganized and since this is the case the majority of the playerbase has it harder to attack a base as to defend it. This only turns for coordinated groups, where the argument is valid! And those are in percentage of drops less on IS side than on clan side.

Edited by Kuritaclan, 16 December 2015 - 06:59 PM.


#63 BIoB

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Posted 16 December 2015 - 07:28 PM

Mkay............Read your entire post for the record (what does ''wayne'' mean, I'm not cool) but I don't think much more needs to be said really

There is clearly a large gulf between us on many levels but everyone is entitled to their opinion

Lets leave it there shall we

#64 Kuritaclan

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Posted 16 December 2015 - 07:44 PM

View PostIrish BoB, on 16 December 2015 - 07:28 PM, said:

Mkay............Read your entire post for the record (what does ''wayne'' mean, I'm not cool) but I don't think much more needs to be said really

Sry. "wayne" is a term for it does not matter. I guess it is local "code".

View PostIrish BoB, on 16 December 2015 - 07:28 PM, said:

There is clearly a large gulf between us on many levels but everyone is entitled to their opinion

]Lets leave it there shall we

I do not think that there is a gulf between us. We do agree that base rush are a easier and faster way to make a win, but you do say IS would win with this condition, and I say no to it. And i disagree that you can change your strategie "easy" within a ongoing drop. And also my argument why it is the case clan won Tukayyid comes down to IS are not coordinated enough to do this on the over all perspective of the event, even if they could. It does not say, that 12 mans and bigger coordinated groups won't pull objective rush of, but they will as likely as they did win their last mattering drop in a CA Attack. And for those "PUGs" on IS Side the barrier with a base in the back of the clan opponents instead of "only slaying" 48 mechs would have be counter helpfull. So to speak i stay on my point it would not change the outcome over all. The winrate of a bunch of IS units compared to clan units don't tell the story of pugs interfeering the queue, what has a impact on the outcome of the event matching more grouped Clan units and less clan pugs vs slightly less IS units and more IS pugs. This is what determined the outcome. And as long as you say this wasn't the case I think we need to agree to disagree.

Edited by Kuritaclan, 16 December 2015 - 07:52 PM.


#65 Nerdboard

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Posted 16 December 2015 - 08:02 PM

View PostKuritaclan, on 16 December 2015 - 06:20 PM, said:


@Nerdboard

The speed argument proves to be both advantage and disadvantage - I agree. And yes in In the Invasion gamemode same speed helps to play as a death ball or do whatever you call.

This argument: "But I think a majority of the playerbase will agree that it takes more effort to defend than to destroy it." I disagree and agree since it depend on skill/coordination. With high skill e.g. coordinated groups up to 12man over all I would agree. With low skill e.g. pugs I disagree 2LL turrets or as i call them "non moving ravens" blast pugs into oblivion every single time. In average of both sides this argument is unvalid. Since on event times many pugs come only for the event goodies, which they can achive without grouping up/playing effective. So they do not care if they win or loss. And because of that they tend to be unorganized and since this is the case the majority of the playerbase has it harder to attack a base as to defend it. This only turns for coordinated groups, where the argument is valid! And those are in percentage of drops less on IS side than on clan side.


I am sorry, I think you misunderstood what I wanted to say. I am merely stating that, in my opinion, the invasion mode is easier to win. This assumption - as you said - is based on the idea that both groups are not fully pugs. I would claim that once you have about 6 man in a team it is easier killing the objective than defending it. By no means do I say that the gamemode alone - or maybe even at all - decided the outcome of the event. I completely agree that organization will trump everything here. And if the clans have more premade groups in relation to pugs then this will be the deciding factor.

I dont want anyone to think that my criticism on the gamemode choice in any way is meant to belittle the clans success in this event.

#66 Tarogato

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Posted 16 December 2015 - 08:08 PM

My spreadsheet is better. =3

#67 Kuritaclan

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Posted 16 December 2015 - 08:19 PM

View PostNerdboard, on 16 December 2015 - 08:02 PM, said:

I am sorry, I think you misunderstood what I wanted to say. I am merely stating that, in my opinion, the invasion mode is easier to win. This assumption - as you said - is based on the idea that both groups are not fully pugs. I would claim that once you have about 6 man in a team it is easier killing the objective than defending it. By no means do I say that the gamemode alone - or maybe even at all - decided the outcome of the event. I completely agree that organization will trump everything here. And if the clans have more premade groups in relation to pugs then this will be the deciding factor.

Well i'm not sure about the numbers and how much you need to have to beat a equal sized defending team. But i would support that there is a tipping point, when attackers win with the pure objective rush. However you need to convince the rest of the drop to do so if 6 to 3 man just stay behind and play long range peka boo your "6 to 9" wannabe rushers will get demolished by 12 defenders + turrets. You allways have to deal with: "No battle plan ever survives contact with the enemy" Or in other words on paper a objective rush looks promising, but it can get fast out of control. And to be sure about, if lets say 8 man can win the objective rush since they are well coordinated enough i would argue they also could outlast the defenders in a normal 48 mech wipe out, since the 4 randoms do not fall into account anyway around.

View PostNerdboard, on 16 December 2015 - 08:02 PM, said:

I dont want anyone to think that my criticism on the gamemode choice in any way is meant to belittle the clans success in this event.

I didn't read your post that way.

Edited by Kuritaclan, 16 December 2015 - 08:22 PM.


#68 Pat Kell

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Posted 17 December 2015 - 01:43 AM

Just for the record, I would agree with Pwnface in his assessment that EMP is a great team that if there were 12 of them dropping, it would be a nightmare. That being said, we rarely ran a 12 man team during the event. We would form one group with available players, once we reached 13 people in channel, we would split up into 2 teams and add to them from there. We never had enough online to split into 3 teams.

#69 Haike

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Posted 17 December 2015 - 03:08 AM

View PostKhereg, on 16 December 2015 - 11:48 AM, said:


Not to take anything away from KCom, b/c that is a truly incredible win rate, but if you promote win rate in this kind of event above all else, units will be incented to ONLY drop in full 12-man's, never picking up pugs or dropping solo to lead groups of pugs.

I personally think that would just fan the flames of the pug vs unit discord and should not be encouraged.


Actually kcom welcome pugs.

I spent an entire morning with kcom as a solo random pug, just because i was bored and decided to drop by their TS and ask for a slot. They dont know me, i dont know them.

Their great guys and i learnt a lot on my drops with them.

Edited by Haike, 17 December 2015 - 03:08 AM.


#70 Khereg

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Posted 17 December 2015 - 05:36 AM

View PostHaike, on 17 December 2015 - 03:08 AM, said:


Actually kcom welcome pugs.



I don't doubt it - I've dropped with several of you and think you're all great folks.

My point was only that the scoring system will incent certain behavior and if win % becomes THE metric for events like Tukkayid, there will be groups who do what I described. I probably shouldn't have even put your name in there since you weren't the central theme to my message. I never meant to imply that you guys did that during the event. Sorry about that.

Edited by Khereg, 17 December 2015 - 05:37 AM.


#71 Kurvi

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Posted 17 December 2015 - 06:09 AM

View PostFuerchtenichts, on 16 December 2015 - 04:29 PM, said:

And here you can find a graphical representation of
"TotalWins/TotalMatches vs PlayersPlayed/CurrentMembers".
At least you need 11 CurrentMembers in your unit to be part of this diagram. There are also some similar links included showing the results of Tukayyid 1 and the CW Hardcore Challenge in a similar way. So you can take a look at the development of the different unit participating in these events. Ok, most of the comments are written in german but the diagrams should be quite easy to understand and to compare.


klick this link to enlarge the graphic


This is a very helpful representation. Would you mind adding some color coding to the graph (e.g. blue dots for IS, red dots for clan)?

#72 L A V A

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Posted 17 December 2015 - 06:14 AM

View PostEl Bandito, on 15 December 2015 - 01:40 AM, said:

I'm surprised the BWC got only 44.6% WLR. I know those guys are a hardcore unit. Posted Image


While BWC has lots of hardcore MWO gamers, as a general gaming group we are not dedicated to MWO only. We thus have lots of folks who would be considered to be "casual" gamers and "secondary" gamers. Secondary gamers are folks who play other games primarily, such as PlanetSide 2.

Unless folks are grouped for competitive play, such as the MRBC league, when PGI hosts events such as this, everyone (from hardcore to casual) are encouraged to play. No distinction is made between Primaries, Secondaries, casuals, etc. in forming CW drop teams. We actually have no dedicated CW player squads or teams, etc.

During the weekends, if you face a BWC team, it is most likely composed of the entire spectrum of the player base. If OTOH you meet us during work days, you are more likely to face a team composed of more hardcore players.

We do the best we can. We try to train our folks in teamwork, help in mech building and generally basic to more advanced skills. We wanna win, you beat; but we are a gaming community and thus we also want to have fun.

#73 Fuerchtenichts

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Posted 17 December 2015 - 09:57 AM

View PostKurvi, on 17 December 2015 - 06:09 AM, said:


This is a very helpful representation. Would you mind adding some color coding to the graph (e.g. blue dots for IS, red dots for clan)?


As you requested I updated the overview divided in Clan & IS units. I calculated the averages (per Clan, per IS) of the included units. This is also shown in the diagram. Based on the peer group (remember: only units bigger 10 members are part of this analysis) there is a difference in participation and win rate between Clan and IS.
  • 6,8 basis points more unit Clan members took part in the event
  • The clan units had a 13 basis points higher win rate than IS
keep in mind: Clan (blue), IS (red) as always ;)

Overview:

Posted Image

Edited by Fuerchtenichts, 17 December 2015 - 09:59 AM.


#74 Zibmo

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Posted 17 December 2015 - 04:57 PM

View PostValdherre Tor, on 15 December 2015 - 01:51 AM, said:

Wow! NTEX 960 drops 102 wins while IS and another 960 drops and 256 wins with the Clan.


They just improve massively when they play Clan.

#75 Valkyrenreiter

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Posted 21 December 2015 - 10:11 AM

View PostZibmo, on 17 December 2015 - 04:57 PM, said:


They just improve massively when they play Clan.


Obviously they are either better trained in their clan mechs or clan is OP in the end or last but not least: attack is much easier than defense (my favorite theory) ;-)

Edited by drbene, 21 December 2015 - 10:11 AM.


#76 pwnface

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Posted 21 December 2015 - 12:04 PM

View Postdrbene, on 21 December 2015 - 10:11 AM, said:


Obviously they are either better trained in their clan mechs or clan is OP in the end or last but not least: attack is much easier than defense (my favorite theory) ;-)


There are probably more tough clan teams to play against than IS teams as well.

#77 Khereg

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Posted 21 December 2015 - 04:51 PM

View PostValdherre Tor, on 15 December 2015 - 01:51 AM, said:

Wow! NTEX 960 drops 102 wins while IS and another 960 drops and 256 wins with the Clan.



Or...
http://mwomercs.com/...ost__p__4885154

#78 Sader325

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Posted 23 December 2015 - 12:01 PM

Mercstar fielded 200 unique members of their units in a huge amount of drops. I personally know that most of those MS groups were 4 - 8 mans with almost no 12 mans.

The fact that we managed a 88% winrate while diluting our drops to such a degree is pretty ridiculous.

The winrate seems pretty accurate in my estimation however, as I only remember losing 2 or 3 drops of the 50-60 drops I drop commanded.

Edited by Sader325, 23 December 2015 - 12:03 PM.


#79 L A V A

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Posted 24 December 2015 - 05:02 AM

View Postdrbene, on 21 December 2015 - 10:11 AM, said:


Obviously they are either better trained in their clan mechs or clan is OP in the end or last but not least: attack is much easier than defense (my favorite theory) ;-)


In BWC we switch back and forth between IS and Clan contracts on a regular basis. As I mentioned before, because we have such a large player base, when we play CW on weekends we drop with teams representing the entire spectrum from casual to hard core.

My hypothesis is this:

Clan mechs have higher synergy between them because of fixed engine sizes and fewer mech options. What this means is that whether you are pugging solo or dropping as a unit, players are going to find that the team will field a generally far more homogeneous drop deck then the Inner Sphere. For example, when they move you can generally count on the entire team moving between 80-90 kph. This is an enormous advantage over the IS where because of their incredible diversity and mech choices, the IS drop deck is far more fragmented in not only speed but weapons choices.

I see this "problem" fairly clearly in CW. When we are playing Clans, folks have predominantly Crows, Timbers, E. Jags, Hellbringers and Maddogs. They are carrying LLs, LPLs and ER-MLs and move 87 kph. Anybody who joins us (be they pugs or another unit) will all be bringing the same mechs to the battlefield, even if they are bringing trial mechs. From a leader's perspective this is the optimum situation. He knows when he moves that the group will stay together and what engagement distances are. This is especially important on attack.

So when we play Clans, very little discussion needs to be carried out concerning drop decks because they are so homogeneous and you know that anyone outside of the group will be bringing basically the same drop deck.

When we play IS, however, this is a totally different situation. Yep, a lot of us will try to bring the IS Meta to the drop deck but even if we do, the pugs can bringing an amazingly bewildering drop deck which run at different speeds and carry different weapons. Here we, for example, try to push through a choke point and a guy with his Crab moving 50 kph slows down the entire group trying to get through. If he stops at a critical place, the whole push comes to a standstill.

Overall, my hypothesis says, that IN GENERAL, Clans naturally bring far more homogeneous and therefore synergistic drop decks to CW than IS and that gives them an overall advantage which should tip the scales in their favor.

Edited by xLAVAx, 24 December 2015 - 05:04 AM.


#80 jaxjace

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Posted 26 December 2015 - 01:10 AM

Literally none of this surprises me. Golly Davions are pretty bad





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