Battle Of Luthien Statistics
#21
Posted 20 October 2017 - 05:16 PM
#22
Posted 20 October 2017 - 05:23 PM
https://mwomercs.com...tion-play-event
Neg, they never breathed a word about it until they sprung it on us after the fact. So what was the magical condition that the Clans needed to meet in order to win? According to the quote below...
Icantswim, on 20 October 2017 - 03:23 PM, said:
So let's recap:
1623 siege matches: 988 won by clans and 635 by IS.
And we had 675 QP-type matches: 421 won by clans and 244 won by IS.
So a total of non-scouting (tug of war affecting) matches is 2298: 1409 won by clans and 879 won by IS.
That's 1.60 W/L for clans and 0.62 W/L for IS.
...It seems that a 5-2 Invasion battle win ratio was not enough to win it. So what was the win condition? 3-1? 4-1? 5-1? More? Was there even one for us to win to begin with? Bad enough we are offered a meager prize for winning in the first place (especially when compared to the IS win prize), but cheating us period is not going to endear us to PGI.
Lastly, people should not be shocked that PGI is swimming in salt when they build such grand salt mines like this.
Edited by Jep Jorgensson, 20 October 2017 - 05:24 PM.
#23
Posted 20 October 2017 - 05:28 PM
#24
Posted 20 October 2017 - 05:30 PM
But I feel one concept that stains Faction Play is that it is still referred to as a match.
While we still think of what was originally Community Warfare as a 'match' it will continue to be thought of as a sport.
That might be fine for comp mode, but we need a shift in thought so we think of each engagement as 'Battles' and the process as 'Warfare'.
As the Battle of Luthien is part of a larger and ongoing setting, we need that sense of continuation, that what we are doing is on that larger galactic scale and not a tennis match.
#25
Posted 20 October 2017 - 05:31 PM
Edited by Marquis De Lafayette, 20 October 2017 - 05:31 PM.
#26
Posted 20 October 2017 - 06:23 PM
Marquis De Lafayette, on 20 October 2017 - 05:31 PM, said:
Right so far but that didn´t make it a "Tie" - It was making it a definate Win for the IS which PGI is ignoring!
#27
Posted 20 October 2017 - 07:06 PM
IS Total Wins, 7,902 - IS Scouting Wins, 7,023 = 879 IS Invasion Wins
Clan Total Wins, 7,459 - Clan Scouting Wins, 6050 = 1,409 Clan Invasion Wins
Therefore, Clans won more Invasion matches by a margin of 530+, and obtained 77% capture threshold over Inner Sphere...which also means that several Clan matches did not count towards Luthien victory since threshold bar was 100% in Clan favor...
And yet Clans still "lost," yup-yup-yup-yup...
This is why tug-of-war doesn't work!
PGI, please don't screw people over like this next time - you boned BOTH sides on this one.
Edited by Commander A9, 20 October 2017 - 07:14 PM.
#29
Posted 20 October 2017 - 08:25 PM
InnerSphereNews, on 20 October 2017 - 02:39 PM, said:
Clan :
- ..............
Inner Sphere:
- BATTLEMASTER BLR-1G | 2197 |
- MAULER MAL-MX90 | 1827 |
- CYCLOPS CP-10-Q | 1497 |
Interesting.....
InnerSphereNews, on 20 October 2017 - 02:39 PM, said:
Win/Loss ratio for Clans vs IS
Clan: 7459 Wins/7902 Losses = 0.9439
IS: 7902 Wins/ 7457 Losses = 1.0597
Clan 7092 losses-7092 IS wins=0
Clan7459 Wins-7457 losses=2 random matches from nowhere??
#30
Posted 20 October 2017 - 08:57 PM
#31
Posted 20 October 2017 - 09:09 PM
InnerSphereNews, on 20 October 2017 - 02:39 PM, said:
1623
Total # of Siege Match attacker/defender wins
Clan: 988
IS: 635
Thanks for posting these. They're fun to read. 1.55 WLR is a pretty big gap for a community-wide event.
I think the fact that Clans won in siege so much despite IS having all the scouting bonuses and a weight advantage should tell you that something needs to be done to encourage more clan groups to fight for IS.
Currently the main monetary incentives all favor fighting for clans which is not how it was intended. Fix this and you might have people spreading out a bit more.
#32
Posted 20 October 2017 - 11:12 PM
Jman5, on 20 October 2017 - 09:09 PM, said:
Thanks for posting these. They're fun to read. 1.55 WLR is a pretty big gap for a community-wide event.
I think the fact that Clans won in siege so much despite IS having all the scouting bonuses and a weight advantage should tell you that something needs to be done to encourage more clan groups to fight for IS.
Currently the main monetary incentives all favor fighting for clans which is not how it was intended. Fix this and you might have people spreading out a bit more.
That [my bold] is a very good point to point out when talking about balance in the future.
#33
Posted 20 October 2017 - 11:53 PM
#34
Posted 21 October 2017 - 12:16 AM
#35
Posted 21 October 2017 - 12:34 AM
BrunoSSace, on 20 October 2017 - 03:37 PM, said:
Don't worry my MAD DOG-H variant has just been nerfed 3 times in one month and the whole MAD DOG chassis doesn't even appear in that top 20 : There's nothing inside or outside that list that can't be be nerfed three times over
#36
Posted 21 October 2017 - 12:49 AM
#37
Posted 21 October 2017 - 02:38 AM
When making demands about balance, please state to which balance are you referring.
Regarding scouting, letting SCR back to game, especially after streak lock nerf, would not break game.
#38
Posted 21 October 2017 - 04:41 AM
BMKA, on 20 October 2017 - 08:25 PM, said:
Clan 7092 losses-7092 IS wins=0
Clan7459 Wins-7457 losses=2 random matches from nowhere??
Anhydrite, on 20 October 2017 - 04:12 PM, said:
Clan: 7459 Wins/7902 Losses = 0.9439
IS: 7902 Wins/ 7457 Losses = 1.0597
Ummmm....Did the clans play 1 Clan vs Clan match to get 2 extra matches? Must have been a good match to count as 2 wins
The only thing, I can think of are 2 more Ghost Drops for Clans.... Or what? ... ...???
#39
Posted 21 October 2017 - 05:28 AM
SmokeGuar, on 21 October 2017 - 02:38 AM, said:
Actually not surprising at all as your conclusion is most probably wrong.
There were more kurita loyalists participating than smoke jag loyalists no player numbers for IS houses nor clans mentioned. No numbers of mercs revealed.
#40
Posted 21 October 2017 - 06:13 AM
- 9 of the top 20 IS mechs were played less often than the least played clan mech.
- There is no clan assault mech on the list, while 3 IS assaults made the list
- the first heavy on the list ranks at 6, with the first clan heavy at rank 9
- the first clan heavy was actually played in 824 more matches than the first IS heavy.
- The first IS Assault mech appears at rank 10
- There is no IS light on the list, while 3 clan lights made the list
- the first clan light appears at rank 7, it was played more often than 17 of the IS mechs.
So I'm not really sure what all of that means, I just thought it was interesting to note.. clearly that data is skewed because of different weight limits for scouting/invasion and similar factors,but once we parse through all of that, what else can we glean from those lists?
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