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Kdr Vs Damage Vs W/l


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#1 Armored Yokai

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Posted 12 November 2018 - 10:09 AM

KDR determines the amount of kills you get.
Damage is the amount of damage you deal.
W/L is your rate of winning.

Which is more important, because with High Kills and low damage you are either kill stealing or killing efficiently.
Damage is the score that can be be used on things other than the center torso and it can be spread from lrms.
Winning is important but one person can't 1v12-48 and cause a win unless no one actually paid attention to that person.

The way i see it, it's Kills>Damage>Win/loss

A lot of players hide behind coordinated groups to boost their W/L, Damage, and Kills while good players will still get those scores without relying on bigger teams. (half the reason why you sometimes don't see "high" tier players play solo)

#2 SFC174

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Posted 12 November 2018 - 10:29 AM

Win/Loss is the ultimate measure. Assuming you play enough games, the matchmaker problems should even out (meaning you get as many potato teams as unicorn teams) and it will be your contribution that determines how far from a 1.0 WLR you end up. Your contribution might be kills, damage, scouting, capturing, AMS, whatever.

That said, the average number of soloQ games played per player each season isn't very high (about 100 games), so I don't think you can rate people solely on WLR. As such, I'd probably use avg match score as well to help offset MM issues. Oh, and we'd need to exclude group que stats as well since there is no MM.

#3 Nightbird

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Posted 12 November 2018 - 10:32 AM

Win/Loss> Kills>Damage

If you're helping your team win, your team will benefit on average. It covers the totality of all your actions. From dealing damage to popping UAVs to drop calling.

Killing helps your team eliminate threats. Even if you're stealing kills, you're at least being situationally aware. If you're not sharing armor though or participating in weaking targets though or hiding to avoid deaths, your W/L will suffer for it.

Damage is the least informative part of the equation. Damage is needed for kills, but better players need LESS of it per kill, but gets more kills. On the other hand a bad player needs MORE of it per kill, but gets less kills. That match score (for tier ranking) depends mostly on damage makes it useless.

#4 Spheroid

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Posted 12 November 2018 - 10:42 AM

What is the point of this post? Did someone stat shame you?

The answer is people don't play for stat rankings they play for social infamy or farming. Stats are incidental.

#5 Bud Crue

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Posted 12 November 2018 - 10:51 AM

View PostArmored Yokai, on 12 November 2018 - 10:09 AM, said:

...
Which is more important, because with High Kills and low damage you are either kill stealing or killing efficiently.


Oh honey, if you are good enough to worry about such things, then there is no need to worry about such things.

The fact of the matter is that most of us are so bad at this game that consistently shooting in the general vicinity of a target is an accomplishment, and actually hitting the thing is a bonus. If you are at the level where differences in the stats that show you actually performing with a modicum of competence is a concern, then you are already so far superior to the average that those statistical differences may as well be irrelevent to you.

#6 Armored Yokai

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Posted 12 November 2018 - 11:04 AM

View PostSFC174, on 12 November 2018 - 10:29 AM, said:

Win/Loss is the ultimate measure.

View PostNightbird, on 12 November 2018 - 10:32 AM, said:


If you're helping your team win, your team will benefit on average. It covers the totality of all your actions. From dealing damage to popping UAVs to drop calling.


Good Points but what does it mean when you just rush objs?
Gen Rush vs Better players = They farm you while you rush objs and you win
I've done some calling in the past but I prefer not to because no one listens and I dont have a mic.
How does this also apply to players who play on skirmish and still score 10 kills but team still loses?

As an example, Steve has 3000 games and 4.00 W/l with 4 KDR.
Mr. Poopoo twinkle has 3000 games 3.00 w/l and 7 kdr
Gen Rushing Emo Kid has 3000 games 8.00 w/l and 0.50 kdr
would gen rushing emo kid be the better player?

#7 Armored Yokai

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Posted 12 November 2018 - 11:10 AM

View PostSpheroid, on 12 November 2018 - 10:42 AM, said:

Did someone stat shame you?


I remembered our NS days.
Kills>Damage
then I remember something about W/l being the best.

#8 Nightbird

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Posted 12 November 2018 - 11:11 AM

View PostArmored Yokai, on 12 November 2018 - 11:04 AM, said:

would gen rushing emo kid be the better player?


Winning is winning, if only talking about FP then a bad player that only gen rushes will have low W/L because most matches are not rushable.

#9 MrXanthios

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Posted 12 November 2018 - 11:25 AM

damage > kills > w/l

With the current state of matchmaker your singular perfomance in terms of damage first and kills second is the only thing that counts.

#10 MechaBattler

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Posted 12 November 2018 - 01:18 PM

You can do a lot of damage in this game. Doesn't mean it's going where it's most needed.

I feel like W/L is a good measure because sometimes you're fighting up hill against the matchmaker. If you can keep a good ratio then you're really carrying.

#11 tutzdes

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Posted 12 November 2018 - 01:27 PM

Q: Rate the imprtancy of damage, kills and w/l.
A1: w/l>kills>damage - ruthless teamplayer
A2: w/l>damage>kills - support teamplayer
A3: kills>w/l>damage - patient surgeon
A4: damage>w/l>kills - teamsupport farmer
A5: kills>damage>w/l - scared secondliner
A6: damage>kills>w/l - colorblind lurmtard

#12 Jables McBarty

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Posted 12 November 2018 - 02:20 PM

View PostArmored Yokai, on 12 November 2018 - 11:04 AM, said:


Good Points but what does it mean when you just rush objs?
Gen Rush vs Better players = They farm you while you rush objs and you win
I've done some calling in the past but I prefer not to because no one listens and I dont have a mic.
How does this also apply to players who play on skirmish and still score 10 kills but team still loses?

As an example, Steve has 3000 games and 4.00 W/l with 4 KDR.
Mr. Poopoo twinkle has 3000 games 3.00 w/l and 7 kdr
Gen Rushing Emo Kid has 3000 games 8.00 w/l and 0.50 kdr
would gen rushing emo kid be the better player?


I'd rather have Emo Kid, then Steve, then Poopoo Twinkle on my team.

Emo Kid - puts victory above all else. Low KDR means she doesn't mind making sacrifices for the W - running a precisely timed squirrel, leading a push, or shielding with her stripped 'mech.

Steve - Skilled player who shares the love, he probably calls out targets so allies can shear off stripped components.

Poopoo - Skilled player who plays his own game. Not bad in a pinch - 3.00 W/L puts him in a very elite group - but I probably wouldn't want to grab beers with him afterwards. And I'm guessing he feels the same.

#13 K O Z A K

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Posted 12 November 2018 - 02:32 PM

all of them are to some degree relevant, and all of them are to some degree irrelevant, all 3 stats can be heavily influenced by how and and who you play with

you can look at the combination of the 3 and get a very general idea of a player's ability, but no more than that

#14 Eisenhorne

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Posted 12 November 2018 - 02:37 PM

View Posttutzdes, on 12 November 2018 - 01:27 PM, said:

Q: Rate the imprtancy of damage, kills and w/l.
A1: w/l>kills>damage - ruthless teamplayer
A2: w/l>damage>kills - support teamplayer
A3: kills>w/l>damage - patient surgeon
A4: damage>w/l>kills - teamsupport farmer
A5: kills>damage>w/l - scared secondliner
A6: damage>kills>w/l - colorblind lurmtard


I am a teamsupport farmer in QP. Sounds about right.

#15 LordNothing

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Posted 12 November 2018 - 03:12 PM

damage means you are doing work, kills means you are pressing r and looking for weak targets. wins means you can set aside all that bs and do whatever it takes to win. i factor all 3 into my spreadsheets with equal weights.

#16 Armored Yokai

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Posted 12 November 2018 - 03:16 PM

I used to be support teamplayer, then I became scared secondliner with new PC because I now play only for myself.
when I get put vs better players i tend to play for myself because that money and personal glory is way more important, because I can't carry 12 people who take wrong measures vs a coordinated team. I wouldnt mind sacrificing my stats if my team is cooperative and trys new methods, or when I am with a group.

#17 Wil McCullough

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Posted 12 November 2018 - 04:26 PM

Wlr measures your ability to create wins. Why would you value that less than kdr? You say wlr can be gamed by stacking your team but kdr can be gamed even easier by being at the back and vulturing kills.

Saying wlr is not that important is like saying carmelo anthony is just as good as lebron james because they have similar stats in everything except their win rate. Yet one is tossed from team to team while the other is a franchise name.

#18 El Bandito

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Posted 12 November 2018 - 04:28 PM

All three are important, but WLR is the most important, as that determines whether you are contributing enough to the team or not. WLR stats is the most accurate in Solo-Q though, as scrubs can get carried by good teams in GQ and FP. Whish is why we need separate stats for SQ and GQ.

#19 K O Z A K

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Posted 12 November 2018 - 04:36 PM

View PostEl Bandito, on 12 November 2018 - 04:28 PM, said:

All three are important, but WLR is the most important, as that determines whether you are contributing enough to the team or not. WLR stats is the most accurate in Solo-Q though, as scrubs can get carried by good teams in GQ and FP. Whish is why we need separate stats for SQ and GQ.


this would probably make QP WLR the most important stat over many drops. Currently it's just too easy to get silly WLR stats by dropping a high end group in GQ

#20 Eatit

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Posted 12 November 2018 - 04:52 PM

I think that competitive play is the relevant metric that you are looking for. The skewed stats presented in this game are worthless.

Are you on a winning competitive team? If yes then you are a good player stats be damned. If no then you are not as good.





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