What Influences Combat Outcome Most?
#1
Posted 03 January 2013 - 08:04 AM
#2
Posted 03 January 2013 - 08:06 AM
#3
Posted 03 January 2013 - 08:08 AM
Edited by Wraith05, 03 January 2013 - 08:08 AM.
#4
Posted 03 January 2013 - 08:22 AM
#6
Posted 03 January 2013 - 08:27 AM
/sarcasm (So people get it)
#7
Posted 03 January 2013 - 08:30 AM
#9
Posted 03 January 2013 - 08:40 AM
M A L I C E, on 03 January 2013 - 08:25 AM, said:
I'd say it's probably closer to 65% at the top, relative skill being the biggest factor.
If you'd like to prove me wrong show your work. I did. A 4 man premade is pretty much required to overcome being a man down in a pug vs pug match.
Hell, you could even make it easy on yourself to do it rather than making it a secondary statistic to track. If you're so good just two man drop with someone, and have him DC every single match, see how many you win.
Skill means very little in the overall outcome of the match unless you get into the pure PUG setting.
DC > coordination/premade > ECM > PUG skill.
Any team with coordination will pick apart the team without. A whole team goes 3 line in River City, the other spreads out, few in river, few lower city, few upper city. The coordinated team will win nearly every time (~60-70% for premades).
Sure one man can carry a team, but he'll do it far less and be less likely to overcome all of the other obstacles with all things considered.
Edited by hammerreborn, 03 January 2013 - 08:41 AM.
#10
Posted 03 January 2013 - 08:41 AM
ECM
#11
Posted 03 January 2013 - 08:45 AM
"This is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?" -Jean Rasczak, Starship Troopers.
Communication, sticking together, planning, it's all encompassed under the very broad term of "teamwork". To me, 'participation' is the most valuable asset to a fight. If everyone fights we always have a chance.
#12
Posted 03 January 2013 - 09:04 AM
20 trials, 10 games with DC, 2 wins, both on team with premades (as admitted by the players involved).
https://docs.google....0xcVA0dkE#gid=0 user MuonNeutrinos trials, 2 games with DC, 1 win
http://mwomercs.com/...ost__p__1687773
Another 2 games with DCs (the latter 2 with only 6 mechs recorded, the first was someone that got killed really quick before I could figure out which was the 7th), both losses. I didn't indicate when the other team had a DC in my records but there was one that resulted in a loss (they started with 7).
So out of 14 or 15 games, 3 wins. 80% win rate for the team without the DC. Without confirmed premades, only 1 win amoung 13 games, or a ~93% win rate for the team without the DC against a pure PUG.
Could I have more trials done, yes, but I'm not about to purposefully throw matches that could potentially get someone banned for repeatedly dropping to prove the point.
Edited by hammerreborn, 03 January 2013 - 09:05 AM.
#13
Posted 03 January 2013 - 09:08 AM
#14
Posted 03 January 2013 - 09:12 AM
#15
Posted 03 January 2013 - 09:18 AM
Consider a simplified game where each mech has 10 hp, and each attack does 1.0 to 2.0 damage. If Team A coordinates attacks while Team B fires randomly then Team A will win 99.99% of games.
In order for Team B to overcome their teamwork defficiency and achieve a 50% win rate, they must be given a 44% damage bonus; i.e. they have to do almost 1.5x as much damage per shot just to have a fighting chance. These numbers were determined via monte carlo simulation with 10,000 trials.
If Team A has a single disconnect but continues to coordinate firepower vs Team B's random shots, Team A will still win 93% of games.
Realistically, of course, you won't be able to focus fire 100% of the time... but the point of the above is that teamwork is extremely, extremely important. In the case that Team A only coordinates fire half the time, they still win 97% of games and Team B would need a 17% damage bonus to even their chances.
#16
Posted 03 January 2013 - 09:23 AM
Scout, LRM boat hangs back, brawlers up front etc. Those are all builds.
Catapult, trencher, spears, long sword, heavy infantry with shield in front, light infantry in center to flank, archers in the back, cavalry to chase/disrupt infantry.
Weaponization dictates tactics, just as much in medieval times as it does in MWO
Simple example, one team has 5 LRM boats, 2 scouts and 1 atlas brawler, other team has 3ECM Raven 5 ECM atlas.
doesn't matter how much team work there is. pretty clear which team is going to win just because of the builds utilized. don't bring a knife to a gunfight so to speak
Edited by Tennex, 03 January 2013 - 09:29 AM.
#17
Posted 03 January 2013 - 09:25 AM
#18
Posted 03 January 2013 - 09:32 AM
#19
Posted 03 January 2013 - 09:32 AM
Quote
K/D means nothing though, its just whoever got the last hit in.
A more meaningful statistic would be damage done vs damage received.
#20
Posted 03 January 2013 - 09:44 AM
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