Methods for judging individual player effectiveness [POLL]

Thread in 'MechWarrior Online' started by Cthulu Jr., Jul 10, 2013.

Which of these methods, in your opinion, is the most effective for judging a player's level of skill

  1. Number of kills

    0 vote(s)
    0.0%
  2. Number of kill assists

    1 vote(s)
    5.3%
  3. Total damage dealt (in points)

    5 vote(s)
    26.3%
  4. Total damage taken w/o losing a location (in overall health percentage)

    0 vote(s)
    0.0%
  5. TD/TN (Total damage dealt / tonnage of mech used)

    13 vote(s)
    68.4%
  1. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    I feel it depends on class...

    For Heavies/Assaults, the end-all of FPS for two decades has been how much can you kill. Online gaming gave us the Kill/Death ratio as a measure of one's salt.

    Mediums often have an unquantifiable component they add in assistance. That being light-hunting, harassing and distracting. We don't measure how often someone has broken target on our ally to fire at our smaller mech, giving the big-guys time to finish them. Or chase off a Jenner that would have killed our Stalker. Moreover, many mediums jump into the light role of resource capping. (to no reward) These things are not tracked and I feel make a better player in these medium chassis than simply seeing how much damage less tonnage and fewer hardpoints can eek out. A skilled pilot in an Assault should always out-damage a medium or light unless the fights are abnormally mobile.

    Lights - How do you quantify a good light pilot? Cap point ticks? Could be. Distraction skill? I'd say. Kill assists? Ahh. There's the kicker. If a light pilot is capping resources, he doesn't want to be seen and drawn into a melee, thus, losing time to capture. However, in the current PUG meta of death-match arena, Resource Seekers are often left alone and (a) dealt with last by half a team of mechs or (b) needless, because their team destroyed all the enemy before points even became an issue.

    SO! Lights can assist in this meta by spreading damage over the enemy, harassing, distracting and helping to finish off injured mechs. So, for PUGs, MAYBE kill assists... However, in my Jenner, I regularly get top damage and/or top kills for my team if I ignore resources...

    In my opinion, the greatest way to judge a player's skill MUST be done in-game. The player's value lies soley on how well they can work in a team, taking orders, relaying information and focusing together to overtake the enemy. Be that on points or in kills, it is about a player's team skill.

    Chatt.
     
  2. The Verge

    The Verge Moderator Staff Member

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    @Cpt Chattahah,

    I Think that being a team player does count. But we are not judging that, since most people PUG solo, and change teams constantly. You can't work with a factor that has high level of randomness. The only way to judge team work right now in the game is ELO. But even that is determined by kills, and kill assists.

    I would like to see the ELO formula change however, so we can see more of what we did to win the matches we play.

    I would like to modify this formula to include as many variables as possible, but still give a estimate of a players skill. But I don't have the time ATM.

    Variables like
    -Times overheated
    -duration of overheated
    -damage taken during overheated(not counting enemy fire)
    -Mechs Taged and narced (seperate if needed)
    -Target spotted(lrm's support)
    -Cap tics (boosted if having the Cap accelerator)
    -Modules used(Arty, Air strike, Cool shots.)
    -Damage taken
    -Damage given
    -Components destroyed
    -Components destroyed on your mech.
    -Kills/Kill assists
    -A death to Health ratio(how much damage you took till your mech was dead.)
    -weapons fired VS hits.

    any others would be great, but this quickly becomes a very complex math problem.


     
  3. enileph

    enileph Star Lord

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    Same go for the guy that helps stall a cap by running in circles at a cap zone. Couple days ago I saw a jenner running and hopping his way in his own base for a good old 30+ seconds before getting trashed, allowing his team to cap faster than the other team and win.

    I think there should be extra xp for such actions.

    [quote author=Vergere link=topic=2173.msg13716#msg13716 date=1374251984]
    @Cpt Chattahah,

    I Think that being a team player does count. But we are not judging that, since most people PUG solo, and change teams constantly. You can't work with a factor that has high level of randomness. The only way to judge team work right now in the game is ELO. But even that is determined by kills, and kill assists.

    I would like to see the ELO formula change however, so we can see more of what we did to win the matches we play.


    I would like to modify this formula to include as many variables as possible, but still give a estimate of a players skill. But I don't have the time ATM.

    Variables like
    -Times overheated
    -duration of overheated
    -damage taken during overheated(not counting enemy fire)
    -Mechs Taged and narced (seperate if needed)
    -Target spotted(lrm's support)
    -Cap tics (boosted if having the Cap accelerator)
    -Modules used(Arty, Air strike, Cool shots.)
    -Damage taken
    -Damage given
    -Components destroyed
    -Components destroyed on your mech.
    -Kills/Kill assists
    -A death to Health ratio(how much damage you took till your mech was dead.)
    -weapons fired VS hits.

    any others would be great, but this quickly becomes a very complex math problem.
    [/quote]

    No kidding. This is especially true since everyone has different tactics.

    Sometimes it is completely fine to overheat if that is part of your build, pre heat damage patch it is actually sometimes better to overheat to squeeze out that extra shot with your 6xPPC.

    Same goes for taking damages at throw away places, a zombie may actually be doing a good job shielding for his brothers. That, and it does not matter if you end up being a broken walking junkyard as long as you survive the combat.

    But to simplify things we are only going to look for results in a battle, and such should be:

    Mech Tonnage
    Win/Lose
    Damage dealt
    Kills
    Death (I don't see this as a ratio though, more like staying alive)
    Enemy Component destruction
    Cap assist (by time and a bonus upon completion)
    Cap resist (stopping caps by standing in the way)
    Targeting Assist (Tag, Narc, etc)
    ECM (friendly unit inside uncountered ECM, by time)
    ECM Counter (countered enemy ECM by time)
    Recon (first discovery of an enemy target by locking and reviewing its model/identity)
    Scouting (measured by time, on enemies that would otherwise have disappear on the radar.)
    AMS protection(number of missiles countered)

    A weighted multiplier should be added on each of them.

    I do not think things like alpha strength should be counted though, I would be actually happy if my team have uber powerful cheese builds that wins the battle as long as they can carry it, whatever it takes. This is a simulation of war and battle, right?

    But unfortunately tonnage would have a effect, due to the way matching works.
     
  4. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    My point exactly!

    [​IMG]
    Fired two shots... Half hits on two alphas... Won the game... Was I rewarded? ... not exactly.

    However, was I the most valuable to my team??? Without F***ING QUESTION!!! Why is this the reward system???

    In a Jenner, capped every forward resource. Literally won the match for my team. Second lowest score. Bullcrap.

    Chatt.
     
  5. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Just had to do the same in my CN-9D. Sat in our base fighting, giving our assaults enough time to get back and get into our base before the enemy could cap. They had all eight mechs sitting in our base, by the time I got there, we had maybe two ticks left before they won. However, I took one light out, damaged the heavies and an Atlas came up right before I died. Then four more team-mates came in and were able to finish off the enemy team. The only reason we won was because we were able to get a few mechs into our base to counter the capture... No reward. Bummer.

    Chatt.
     
  6. Cathy

    Cathy New Member

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    I don't think using damage output or kills is a good way of gauging skill.

    As a quick example to explain my point of view which of these would you rather have on your team

    The spider pilot who ducks dodges and weaves lighting up the other teams mechs, and does 300 dam or the HGN 70 boat that does 800 dam, or the JM that did 250 dam but had 4 kills.

    Obviously being able to hit what you aim at is important, but damage output dosn't equate to a player having a brain or skill to push a line ,or to flank
     
  7. The Verge

    The Verge Moderator Staff Member

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    You raise a good point. I do concider damage output to be quite important, since many weapons in this game are hit-scan, not hit-register (laser vs ballistic) and some don't damage anything at all (LRM vs Light at 150kph)

    The way the game works now, the JM would be first, Highlander second, and spider third. The only reason the jager is first is because kills are more important than damage. Which I do agree with. If the Spider had a kill, it might have been second.

    But, in comes the questions, was this game a Conquest or Assault game? Did the Spider have more cap time? did the LRM's hit their targets, or become wasted? was the Jager AFK for half the game time? Did any of them die?

    and finally, what metric is most to least important than any other?
     
  8. enileph

    enileph Star Lord

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    Kills and Damage should be PART of the gauge, but only part of it.
    JM, first, then HGN, then SPider.

    Spider: Haressing is good. But I supose he is doing some things like capping and tagging (which is not mentioned in the example). Also, a good spider pilot is usually the one that gets the kills. My guess is that this spider is having loads of spotting points. Either that or he should be BAPing and ECMing. I would expact some limb destruction points also. A decent job for a spider, but not impressive compare to many I have seen.

    JM: Being to finish off a bashed up mech is an important job. But seriously, this guy have a low damage output for a JM. However being able to clean up damaged mech is important. As long as a mech is on the table and armed it is still a threat (reason why zombies are so darn annoying). That having said, unless he is a darn good sniper (headshots everywhere), how did he clean up so many mechs with so little damage? JM is not fast, maybe he is good at positioning himself really good. I would say it is a bit low for a JM when it comes to damage, but the kills more than make up for it. If he is a sniper then he is a GREAT one. Either that or he is just part of a charge and he is just doing the kill stealing. I assume this round is not one that is a simple slaughter. (I mean, there is no point in gauging a one sided slaughtering calvary rush, cause the higher damage wins and it is more of a fast kill contest than a battle)

    HGN: He is doing his job as a LRM boat (or whatever boat). He is definitely doing his job and there is no doubt about it. With this damage, even without kills, you can be sure that lots of mechs are at critical with limbs falling and what not. I would assume that he is getting many kill assists? Really good damage output. That is part of what a big mech should be doing.
     
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