Battle Of Tukayyid 3 Battle Statistics
#181
Posted 24 May 2017 - 06:26 PM
#182
Posted 24 May 2017 - 08:46 PM
#186
Posted 26 May 2017 - 03:28 AM
Chound, 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
Posted 26 May 2017 - 03:49 AM
#188
Posted 26 May 2017 - 04:38 AM
Too bad no one suggested a 4 bucket system to split the pugs frim the teams <cough cough>
#189
Posted 26 May 2017 - 01:12 PM
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
Posted 28 May 2017 - 03:34 PM
#191
Posted 29 May 2017 - 09:52 PM
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
Posted 30 May 2017 - 07:31 AM
Cadoazreal, on 29 May 2017 - 09:52 PM, said:
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
Posted 30 May 2017 - 11:18 AM
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
Posted 30 May 2017 - 12:51 PM
#196
Posted 30 May 2017 - 06:32 PM
#197
Posted 30 May 2017 - 10:20 PM
mycroft000, on 24 May 2017 - 10:04 AM, 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.
Edited by Aramuside, 30 May 2017 - 10:39 PM.
#198
Posted 31 May 2017 - 08:53 AM
Aramuside, 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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