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Coh2Chart Update - win-ratios etc.

3 May 2016, 19:17 PM
#1
avatar of Paid_Player

Posts: 60 | Subs: 1

Hello,

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 :thumb: ) 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:
aaa
3 May 2016, 19:19 PM
#2
avatar of aaa

Posts: 1487

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?
3 May 2016, 19:28 PM
#3
avatar of Paid_Player

Posts: 60 | Subs: 1

jump backJump back to quoted post3 May 2016, 19:19 PMaaa
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 :blush:
3 May 2016, 19:31 PM
#4
avatar of Velcore

Posts: 3

Well done, the functionality looks great, and you've done a fine job implementing it. It never hurts to have more information about these kinds of things.
3 May 2016, 19:43 PM
#5
avatar of Puppetmaster
Patrion 310

Posts: 871



Because many has request it. Or at least I thought so :blush:
Just ignore him (most people do!)

Great job - its awesome relic allowed you access to stuff to improve it :) Keep up the good work.
3 May 2016, 19:48 PM
#6
avatar of Katitof

Posts: 17914 | Subs: 8

Nice one! Look at these poor axis 2v2 rates :snfPeter:
3 May 2016, 19:49 PM
#7
avatar of Rappy

Posts: 526

Bloody fantastic. I was just wondering about the update a week or two ago on here. Nice work.
3 May 2016, 19:56 PM
#8
avatar of AchtAchter

Posts: 1604 | Subs: 3

Holy shit, fantastic work.
3 May 2016, 20:21 PM
#9
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Nice work.
3 May 2016, 20:22 PM
#10
avatar of Looney
Patrion 14

Posts: 444

Good job man!
3 May 2016, 20:28 PM
#11
avatar of 5trategos

Posts: 449

Very nice! Well done!
3 May 2016, 20:37 PM
#12
avatar of EtherealDragon

Posts: 1890 | Subs: 1

This upgrade is very noice.

Would be cool to see how the win rates compare in the Balance Preview Mod (though I'm sure that's probably not possible).
3 May 2016, 20:41 PM
#13
avatar of t00nster

Posts: 12

Nice job.

Just a "silly" question - that may have been asked before : how comes that the average win rate is not .5 ?
3 May 2016, 20:57 PM
#14
avatar of ferwiner
Donator 11

Posts: 2885

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
3 May 2016, 21:03 PM
#15
avatar of ZombiFrancis

Posts: 2742

Not related to CoH2, but highly relevant article:

https://gamurs.com/articles/how-win-rate-lies-to-you
3 May 2016, 21:06 PM
#16
avatar of Paid_Player

Posts: 60 | Subs: 1

Thanks for the feedback :)

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.
3 May 2016, 21:26 PM
#17
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Nice job!

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+

3 May 2016, 21:52 PM
#18
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

b b b b b b b Brits are OP, muh balance

Allies 2v2 just so ez, axes no chance

Muh. Muhfuggin balance.
4 May 2016, 02:15 AM
#19
avatar of Jaedrik

Posts: 446 | Subs: 2

4v4 top 500 arranged teams PERFECTLY BALANCED HOLY GUACAMOLE
WHAT
4 May 2016, 03:54 AM
#20
avatar of RobocopHighlander

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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