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Battle Of Tukayyid 3 Battle Statistics


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#181 Stitchedup

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Posted 24 May 2017 - 06:26 PM

Any more stats coming? Its been a few days now

#182 Contrex

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Posted 24 May 2017 - 08:46 PM

I think they forgot it. They wrote more to come the Next 3 days. The 3 days had been over one week ago

#183 Rushin Roulette

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Posted 24 May 2017 - 10:49 PM

View PostInnerSphereNews, on 17 May 2017 - 02:40 PM, said:

MORE TO COME....


Thanks for the stats so far. Any ETA on the unit specific stats? :)

#184 Kaoba

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Posted 25 May 2017 - 11:39 AM

View PostContrex, on 24 May 2017 - 08:46 PM, said:

I think they forgot it. They wrote more to come the Next 3 days. The 3 days had been over one week ago

Don't you know about pgi time? Each day has 144 hours

#185 Chound

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Posted 25 May 2017 - 11:49 PM

View PostWayTooSexy, on 25 May 2017 - 11:39 AM, said:

Don't you know about pgi time? Each day has 144 hours


It might take time to put together some of the stats that weren't calculated real time The data would need to be extracted then tabulated.

#186 MaxFool

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Posted 26 May 2017 - 03:28 AM

View PostChound, on 25 May 2017 - 11:49 PM, said:


It might take time to put together some of the stats that weren't calculated real time The data would need to be extracted then tabulated.


They have done this multiple times before, they should have a quite clear idea of what to do and the amount of work it takes.

#187 jonomy

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Posted 26 May 2017 - 03:49 AM

Thanks for the great grand strategic Intel. I wonder about comparison of damage to match points. I just saw a comment in-game from someone claiming ridiculously high damage scores who questioned why those scores don't seem to make for winning matches. I thought we play to match objectives for game winning results. Damage is important, but secondary.

#188 MovinTarget

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Posted 26 May 2017 - 04:38 AM

I feel like there should be extra points for "hard fought" wins. Some criteria that indicares a team rose to the occasion as opposed to clubbed some seals. Of course this would require MM or some premades would just string the seals along long enough to qualify and them proceed to club them...

Too bad no one suggested a 4 bucket system to split the pugs frim the teams <cough cough>

#189 William Slayer

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Posted 26 May 2017 - 01:12 PM

Very proud of the Skye Rangers and the amount of our casual players who came out for the Tukayyid event! We did a lot of drops where our load outs were not coordinated, and this led to less than optimal play, but many of our casuals normally only play Quick Play and were troopers about grouping up for FW. Kudos Rangers! o7 Posted Image

Also have to give a hats off to the 12th Donegal for taking 1st place in Steiner this year. The Germans this year were well organized and coordinated!

I also would like to see a few more stats, digging deeper into the groups who participated and wins / losses, and whether they were against other organized groups or random mishmashes of Pugs...

#190 Stephen Grendal

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Posted 28 May 2017 - 03:34 PM

Was looking forward to some more statistics, is it possible to get an ETA of when it will be finished or a partial release of what is complete?

#191 Marius Evander

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Posted 29 May 2017 - 09:52 PM

"Living document updated over next 3 days more to come ".........

It hasn't been updated since initially posted, whats going on.....

Can we get the % win loss rates for 12v12 only and scouting only as 2 lots of seperate data. With Skill Tree implemented you have perfect excuse for it not reflecting current balance.....

#192 MaxFool

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Posted 30 May 2017 - 07:31 AM

View PostCadoazreal, on 29 May 2017 - 09:52 PM, said:

"Living document updated over next 3 days more to come ".........

It hasn't been updated since initially posted, whats going on.....



Actually they did update it during the first two days, originally it didn't have any of the mech stats. They just dropped the ball on the final update that should have unit stats.

#193 Contrex

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Posted 30 May 2017 - 11:18 AM

Thats the kind of effort PGI takes into the last FP players who do actualy care about the gamemode. Seems like they want to get rid of the few which are still playing. Why should they offer some stats for a gamemode they dont care themselves!

If you start something, do it right or just dont start it at all.... the statistics we got are just the preperation for the Mechsale which followed. The real statistics do not help for any sale and a part of a game they give a ****

#194 Stitchedup

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Posted 30 May 2017 - 12:51 PM

Unit stats unit stats unit stats unit stats units stats my CT is cherry red and iam ready to pop give us unit stats, we wont stop unit stats unit stats

#195 Fox the Apprentice

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Posted 30 May 2017 - 02:52 PM

http://www.mwomercs....unit-statistics

#196 Stitchedup

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Posted 30 May 2017 - 06:32 PM

The power of protest thanks PGI

#197 Aramuside

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Posted 30 May 2017 - 10:20 PM

View Postmycroft000, on 24 May 2017 - 10:04 AM, said:

Yeah, I'm just hoping that we in Rebel Yell, can influence the sportsmanship of some of the less fun focused units out there. I don't mind coming up against KCom or others, but that's because I know what we should expect, and when we improvise around those expectations, we can actually do enough to not have the match be a complete steamroll against us. But when I first started and would end up in a PUG group against them, I would triple eject and get out of bounds or find a place to hide and make them wait 20 minutes more if I could. I'm not proud of having done that, but it was the only protest I could think of doing.


I just don't understand that attitude. I understand the frustration but you screw over your team and are ultimately worthless. The other comments you made earlier are a great credit though.

Edited by Aramuside, 30 May 2017 - 10:39 PM.


#198 Mycroft000

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Posted 31 May 2017 - 08:53 AM

Yo

View PostAramuside, on 30 May 2017 - 10:20 PM, said:


I just don't understand that attitude. I understand the frustration but you screw over your team and are ultimately worthless. The other comments you made earlier are a great credit though.


I'm assuming you mean about giving up and not giving them a fight? This was when I'd been playing for about a month and a half, consistently doing FP during almost that whole time, hardly touched QP until I joined a unit. The first several weeks of doing FP were about 40/60 W/L. Then for some reason for about two weeks straight, it seemed like I never dropped against anything except for 8-12 man teams and those weeks were filled with losses where the end score was 48-6 or worse. And after about a week of that, I reached a point where my response when I saw the full team was, "Sorry, but I'm not giving them the C-Bills for killing me."

When the new player experience consists of extremely good units not exhibiting any kind of sportsmanship, it is about as demoralizing as you can get. And that's why I'm so firm on not doing the things that make it an unfun experience for PUGS we come up against.

I'm not saying we're one of the extremely good units by any stretch, but we are good enough on occasion to be able to steamroll our enemies. On those occasions there are a number of things that I order my team to do:

Retreat so that the other team has a chance to group get out of their drop zone and group up

We offer 1v1s to the other team when there's not enough people from the same unit to give a real chance at coordinating.

We NEVER push drop zones, and if anyone on our team does, I make it clear that they will get zero support.

I even offer 1v1 to pugs in scouting.

But most importantly, if there is an objective that we can complete to end a match without steamrolling the other team, we do the objective. I would much rather get the win and move on to the next match than farm the other team for C-Bills when we can easily finish off Omega, or cap the base in assault, or hold all of the resources in conquest. The only time we ever end up getting 48 kills is when it's either an extremely good fight the whole time and we have lost 30-40 mechs on our side as well, or we are on Skirmish in FP and literally have no objective we can complete to end the match.

I truly despise Skirmish being part of FP, I want to see them rework the QP game modes in FP to include Escort, Incursion, Domination, Assault, and Conquest, but remove Skirmish, leave it for quick play, that's where it belongs.





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