Star Commander Horse, on 30 January 2017 - 08:56 PM, said:
NighthawK1337, on 31 January 2017 - 03:44 AM, said:
Tarogato, are you a statistician by trade? those are damn good observations.
No degree, no programming experience, no knowledge of most of the things listed, etc, etc. I would be mostly dead weight if employed by PGI. I'm just a dude who plays the game a lot, has a passion for it, and learned just enough about statistics and spreadsheets to do something semi-productive with my spare time.
I'd love it if people more qualified and experienced than me would more often come along and point out things I could do/learn, or maybe point out fallacies I might have fallen victim to, but such people crop up so rarely. =[
InspectorG, on 30 January 2017 - 09:07 PM, said:
Like in Chess, where opening moves that concentrate on the center 4 spaces of the board are more optimal(unless you know of a counter-play suited to your opponent's tendencies), MWO in Solo favors that initial lead.
I feel like I'm being annoying and intentionally contradictory in making this reply... but many of the things you listed are things that I've seen go both ways in my own matches. For instance, I've seen teams (still talking solo queue) go to what I'd consider an absolute worst part of the map to engage from, and still win handily.
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Teams not moving as a cohesive unit. (as base as it is, getting to center and grabbing valuable firing lines -in Solo mind you, has to be brainstem level skill demand to be viable unless a skilled leader is present)
I've seen teams split up across the map, surround the enemy on all flanks, box them in little by little, and crush them in a lopsided victory. It makes sense too, because this is a tactic that works in competitive matches. Balling up is bad, because a team that spreads out can surround you and shoot the fish in a barrel. It usually doesn't work in solo queue because solo queue is inundated with bads that can't shoot. But sometimes it just works anyways by a fluke of nature.
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Also, Rabbit Runs(essentially a charity match for the other team)
Blindly following a random light(seed-event for NASCAR?, why usually to the team's right side?)
Depends on where that light takes you. Could lead in to a gg nascar win, or could lead you into a gg nascar loss - I've seen it go both ways. And why does NASCAR rotate around the right side happen? I suspect because it was ingrained early on - the River City 500 and such, where lights spawning on the right side just simply going forward would catch out the enemy's assault lance, and both teams would do this simultaneously. Plus, most mechs were built for (and still are) for right-side peeking. Think Cataphract, Centurion, Dragon, Hunchback... who were forced to build that way. The right-side meta took hold, and NASCAR became a permanent feature.
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Less skilled or unlucky Light pilot who gets merc'd early.(reduced target choices for enemy team resulting in more focused incoming fire).
Chances are they still wouldn't have contributed much if they hadn't died there, and lights typically aren't focused until the end of a match anyways, unless they are literally the only thing to shoot at.
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Slow Assault left behind(same as above but usually @1-2 minute into match, map depending)
Often happens to both teams at the same time.
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Camping(my favorite sin to chastise).
Is sometimes a winning strategy.
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Cowardice(refusal to 'share' armor)
Improper LRM use or Sniping(subtracts team armor).
Poor early trades.
These are signs of a bad player, which is something that would easily be reflected in their stats.
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How to gather info and statistics on this? I have no idea. Just my experience in @3 years of play.
I don't mean to detract from your experience and observations, even though I'm being a bit of a dоuchecanoe and doing it anyways - because really a lot of these things can go both ways.
Also keep in mind that a lot of their bad behaviours are simply exhibited more often by low scoring players than high scoring players. Or at least... I would be extraordinarily surprised if that weren't the case. So a team comprised of lower scoring individuals is more likely to exhibit these mistakes and not be able to overcome them.
MadIrish, on 31 January 2017 - 08:27 AM, said:
I'd like to see this done in faction play not quick play!
Unfortunately, premade sizes is one of the biggest factors in the outcome of FP matches. Also, since there is no matchmaker there at all, the skill disparity is even wider. And we already have a bit of a metric for overall Clan vs IS performance in that realm - it's the battle log or whatever it's called, as well as the CW map itself. Which to be honest, I never pay attention to anymore because I don't play CW.
s0da72, on 31 January 2017 - 05:52 AM, said:
I wish PGI would share these types of statistics with the community. Seems a shame you have to put so much 'manual' work to get these numbers when its probably all residing in some database somewhere.
Karl Streiger, on 31 January 2017 - 06:06 AM, said:
I'm pretty sure Tarogato had asked.
I know that I had - and the answer by Tina*) came promt - "NOPE" ok she did use different words
or Patience????
I know that Bandit and the MRBC staff have been pressing hard for some private match API so that screenshotting for competitive league matches becomes a thing of the past. It follows that if a private match API can be done, then it can easily be applied to quickplay and factionplay as well with little or no fuss. Last I heard, it sounded like it was still an idea that's on the table, and PGI isn't completely completely opposed to it.
But just bulk statistics shared by PGI? Nah, probably not ever happening. I think the Tukayyid statistics is the best we ever got and will ever get. But I wish PGI would just fess up and make everything public. It makes my mouth water when I look at League of Legends or World of Tanks and they have sites that show you the winrates of each champion/tank, and you can see (especially for Riot/LoL) in the patch notes as they address these outlying performers with nerfs/buffs as necessary throughout the seasons. I really wish PGI would take that approach and that level of transparency with balance. But instead... we just mill about on the forums making conjectures until somebody like me comes along with data analysis, and even then it's still not the whole story and conjecture still plays a large factor.
Just disappointing, ya'know?
Edited by Tarogato, 31 January 2017 - 09:42 AM.