Coh2Chart Update - win-ratios etc.
Posts: 60 | Subs: 1
I have finally managed to update coh2chart.com. Now, it supports arranged teams and you are able to filter statistics by ranking. The data is also downloaded directly from Relic's server. (Yes, Relic gave the permission to do that ) So now, the charts are really precise!
I have been working on this project for a quite long time. I will try to update this site more often, so feel free to give suggestions. And also please feel free to donate, I would really appreciate it
Regards,
Paid Player
http://coh2chart.com/
Here is a picture of a random 2v2 500+ chart:
Posts: 1487
Posts: 60 | Subs: 1
With current playerbase top 250 is too low skill level to make conclusion s about balance. It must be top 50-100 normally, 150 as before at least. Outside 250 is just no skill clusterfak there. So why bring it in?
Because many has request it. Or at least I thought so
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Just ignore him (most people do!)
Because many has request it. Or at least I thought so
Great job - its awesome relic allowed you access to stuff to improve it Keep up the good work.
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Would be cool to see how the win rates compare in the Balance Preview Mod (though I'm sure that's probably not possible).
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Just a "silly" question - that may have been asked before : how comes that the average win rate is not .5 ?
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Nice job.
Just a "silly" question - that may have been asked before : how comes that the average win rate is not .5 ?
win rate would be .5 only if the ladder was infinite. As it is finite, the closer you are to an end the higher the possibility that you will find opponent from the huge "middle" part instead of the small "end" part, for example if you are top 100 there is only a 100 people better than you and none of them may be searching, so you more often get matched with people worse than you than better.
@OP great job
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https://gamurs.com/articles/how-win-rate-lies-to-you
Posts: 60 | Subs: 1
Nice job.
Just a "silly" question - that may have been asked before : how comes that the average win rate is not .5 ?
If a player has played under 10 matches, his/her stats are not included. So, that is why the average win rate is a bit higher than 0.5 when top 500+ is selected.
When top 250 is selected, win-ratio is clearly higher than 0.5 since all games played by top 250 players are counted. So, if a player (rank 150) won a player (rank 700), the victory would be counted. The lose wouldn't be counted because the ranking of the loser was worser than 250.
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I'll say that the skill categories should be moved, at least for the 1-250. Top100 or top150 would be a bit more accurate.
Having a separate category would be way better, something along the lines of 1-100 ; 101-250 ; 251-500 ; 500+
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Allies 2v2 just so ez, axes no chance
Muh. Muhfuggin balance.
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WHAT
Posts: 55
win rate would be .5 only if the ladder was infinite. As it is finite, the closer you are to an end the higher the possibility that you will find opponent from the huge "middle" part instead of the small "end" part, for example if you are top 100 there is only a 100 people better than you and none of them may be searching, so you more often get matched with people worse than you than better.
@OP great job
This is exactly why looking at these stats as they are is not particularly informative - I want to be able to filter the win/loss ratios by only looking at games where the players involved were relatively equal in skill (say, within 50-100 spots from one another, whether they are in the top 50 or the top 500). This is the only way to actually look at balance. Otherwise it could very well be that top 150 players lose 85% of their games with axis or allies against other top 150 players (implying awful balance) but you can never see it because 80% of their games are against much lower ranked opponents so their ratios even out towards 50%.
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