Great work!
Will there be any look between any interactions between something like players and commanders, commanders and map, and etc.? I realize that the counts are probably too low to warrant anything, but it could be something to dive into given you are not sick of this data.
Commander picks vs. map is there, you mean win rates? I could do those, I didn't because as you say counts are small (ok, sort of hiding them in the thread here is probably fine...). Actually, at one point I considered taking out the winrates for the matchups vs. commanders as well, for the same reason...
Players vs. commanders (and for that matter Player vs. maps?): Yeah, I thought about doing a 4th part focusing on the players. Not sure if that would be interesting for the broad audience, though. Which players would you be interested in? |
How did u gather data? I remember 2 games where i used mechanised commander with USF and won.
One of them even got streamed by fahu.
http://play.eslgaming.com/companyofheroes2/europe/coh2-tbf/major/go4coh2-europe/cup-10/match/33476834/
The work u did is astonishing, but i want to know if u gather data from quaterfinals or every round, and what games did u chose? What are the criteries?
Seems like that was in the RO32, so yeah, these games didn't make it into this.
Here is a bit more information one what data was used.
In short, I only included games from BO3 rounds, so that's Quarterfinals and up and the qualifier rounds for the EU March monthly. And I used all games that I could find, either as replays or as cast, so no further criterion (see next paragraph, though). I definitely miss some "cast only" games in particular of the earlier cups because twitch stores casts only for about a month or so, and I started with this halfway through.
The only games which I didn't include on purpose was the final of EU#13 as the two RUKAcl clan mates Jove and Noggano didn't seem to play seriously (like, watching the replays you can learn if combat engineers or pioneers are faster in writing RUKAcl in barbed wire. Even the casters abandoned the games and casted the game for 3rd instead).
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A while ago, before the changes to the matchmaker, I used leave the queue after like 20 seconds and queue again, to avoid that the matchmaker would widen the search range.
This worked reasonably well, but once I still got matched with a waaaay better player. The conclusion that I drew was that widening of the search ranges happens on both sides. Like, I might be in the queue only for a short time but I still can be matched with somebody outside of my search range, just because I'm in his much wider search range.
Also, what I find often when this happens is that I was playing against players that are within their placement matches for their faction, but have much better ranks than me for other factions... |
- e.g., Brits. Just camp their AT gun spawn at the HQ. Done, now they are fucked.
I was concerned about this as well, but I guess ATGs don't fall under " Small Team Weapons". |
I don't feel that changing the spawn point opens up a new strategic option, at least not for 1v1. Thing is, the base sectors are really small. You would always put the buildings pretty much towards the center (like now, for reinforcements), because there is not much of a downside to it.
On the other hand it obviously would remove the tactical option to choose your spawnpoint. So, all in all less options for the players, really.
For higher game modes you actually would have more options, true, but I don't think this outweighs the disadvantage.
Yeah, not being able to give commands to the units when they spawn is annoying, but there should be other options to resolve that issue... |
What about making the T34-76 an optional side-grade at T3, while also leaving it in T4?
The cost could be fairly low (like, 40 MP/40 FU?), which means if you want to amass T34/76 you get an initial discount of 200 MP/50 FU for the first T34/76 compared with going via T4. Timing can be adjusted easily by setting an appropriate build time.
No discount for T4 though; if you decide to build that later on as well, the 40 MP/40 FU would be lost. |
Someone did that already a couple of months ago, in the midst of ESL. May have been the OP, I cannot remember.
You probably mean this post, which I did using a little less than half the games that are included in the OP. It contains map picks and how well the factions did on the maps, but no matchups per map.
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This is outstanding data! If you're considering doing more analysis I think comparing faction match-ups on various maps would be especially insightful! Of course I can imagine that would be a lot of work. Still I feel it would be really helpful information towards map balance.
This will be covered in part II, which should come up shortly. Part III then will be commander choices. |
I only saved one from paul;
USF vs OST, Airborne vs Mech Assault, OST wins, Faymonville
vs dusty,
UKF vs OST, Mobile Assault vs Mech, OST wins, Faymonville
USF vs OKW, Heavy Cav vs Scavenge, USF wins, Faymonville
vs dusty,
I'm remember kicking myself for not remembering to save the game, from memory, it was:
UKF vs OKW, Vanguard vs Elite Armored, OKW wins, Angoville
Hope this helps
Awesome, thanks, updated! |
Also worth noting:
- If the recon-plane that comes with the soviet version is shot down, the target still takes more damage. The debuff doesn't end with the plane crashing.
- A bounce is still a bounce. E.g. a T34 shot that doesn't penetrate still will do 0 damage...
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