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Match Score In Quick Play - Current Estimated Values (April 2016)


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#1 Shino Tenshi

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Posted 03 April 2016 - 04:06 AM

Hi all,

I've spent the last month or so recording all my game data and analyzing the results, out of sheer curiousity of how the match score system works in Quick Play and thought others may find the results interesting, so thought I'd post them.

First, I'd like to thank Mcgral18 for his initial work that he did on match score and for the inspiration to try to crunch the numbers. Trying to crunch the numbers was a lot easier with his original numbers to go off of. His thread can be found at http://mwomercs.com/...ed-for-science/

So far I've got 200 games for my source data and have managed to get the match score values to line up completely in 60% of them, off by no more than 1 point in 88%, and off by no more than 2 points in 97%. This is still very much a work in progress, but at this point I've gotten enough that I think it's worth putting out there.

Below are the match score values that I'm pretty confident in:

Win = 20
Loss = 0
Death = -2
Capture Success = 5
Kill Assist = 3
Damage Done = 0.5
Team Damage = 0
Spot Assists = 2
Component Destruction = 2
Scout = 2
Flank = 2
Capturing Base = 2 per tick
Hit & Run = 1
Lance in Formation = 1
Protected Medium = 1.5
Protection Proximity = 2

And these are the match score values I believe I have right, but may be off slightly:

Killing Blow = 3
Solo Kill = 9
Kill Most Damage Dealt = 1
UAV Detection = 1
UAV Lock Damage = 1
UAV Kill = 2
ECM Lock Damage = 2
Brawling = 0
Capture = 2
Capture Assist = 1
First Capture = 5
TAG Damage = 2
TAG Kill = 2
Protected Light = 1.5

And finally the match score values that are my best guess and score the highest percent of games being accurate, along with the range, when known, that they seem to fall within:

Conquest Win = 5 (3 to 5)
Suicide = ??? (-2 to -4)
Team Kill = ??? (Somewhere in the -45 to -50ish range)
Counter ECM = 2 or 2.5
Savior Kill = 2.5 or 3
TAG Stealth = 1 or 2
NARC Kill = 3 (minimal data for this, so could be wildly off)
NARC Damage = ??? (No data yet)

All half numbers are rounded down when applicable (I think, anyway).

There are some games I've compared that have values which are in direct conflict with one another, so I'm wondering if there's some sort of additional match score modification PGI uses which isn't included in the CBill list or middle section of the player score screen. I've tried comparing how badly you stomp the other team/get stomped by, but that doesn't seem to be it. I've wondered if maybe damage done rounding may play a factor for numbers being off by 1, but can't tell until late April when they've fixed the display bug.

That's about all I've gotten so far over the last month or so of recording and analyzing the data. I hope people find the information useful and I welcome any feedback people may have. I'll also be updating this post with any further updates/findings.

#2 El Bandito

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Posted 03 April 2016 - 04:12 AM

Thanks for compiling this. IMO, damage done value should to be lowered to at least 0.25, instead of 0.5, currently. PSR will make more sense that way.

Edited by El Bandito, 03 April 2016 - 04:14 AM.


#3 Shino Tenshi

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Posted 03 April 2016 - 04:49 AM

View PostEl Bandito, on 03 April 2016 - 04:12 AM, said:

Thanks for compiling this. IMO, damage done value should to be lowered to at least 0.25, instead of 0.5, currently. PSR will make more sense that way.

You're welcome and I think I agree with lowering damage done. It's very easy to score very highly just based on damage but the rest of the scores I think are also important and typically only make up 1/4 to 1/3 of the score.

#4 Wintersdark

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Posted 03 April 2016 - 08:07 AM

Excellent work!





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