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Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
Residence: United States
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Game Name: Vaz
Another example: Planetside 2 API allowed for the awesome Recursion stat tracker to be made. Fan made overlay with customizable voicepack announcer on kills and different events (like screaming rage quit when someone disconnects after you killed them )
Regarding CoH, not the same you are asking for, but there was a project to analyse and make use of the data hold in the replays.
This is for Heroes of the Storm. People upload the replays and then you have a huge database with all the relevant information you might want.
Great examples, I'll have to check them out in more detail when I get home after work. Pulling the information out of replays would be a good thing too, but I'm not sure if the replay file has every transaction. I mean I think it would, otherwise it should be impossible to recreate the game, since missing actions would be present.
Firstly I would add all units to match-stats casue Pit, Bofors and 17P despite being units, they are not counted in match stats
(their damage is counted in "total damage" but not for unit itself; even okw flak has its own match stats).
Then I would add damage made by abilities, mines, demos.
They must be some kind of entity that the game transacts with. I mean if it wasn't, then it would be like units receiving some kind phantom damage, with no way to explain the destruction of their instance.
considering that world objects and features are strong points in gameplay, map balance is important and separate from unit balance. Providing a defensive building or heavy cover for a cutoff for 1 team, but not the other is imbalanced. Kind of like Angoville. 1 cutoff has a sturdy house. The other has shitty hay bales.
It's very easy to keep track of every bullet fired. Not only to count it, but to even keep a record of where it landed on the map, whether it it struck it's intended target or a world target. All of that should be possible. It might even be possible to see it in the current replays. It may be something difficult to conceive in a human way of thinking, but keep in mind that this entire world exists within the program. Every single thing that happens, happens for a logical reason, and it can be recorded. When games complete the information from the game that was recorded can be placed into a well designed database to be accessed or aggregated later. Will the number be huge? Yea it will. Maybe scientific notation would be needed to display the number, but it can be done. It's been done already for other games. Halo had "heat Maps", actually I think Relic may have done something similar, which basically show you a geographical visualization on a per map basis, of where player activity occurs. This can be sorted as well, such as by specific player, deaths, weapons, etc. Colors can also be assigned to represent a specific data. Like Allied deaths in purple and axis deaths in brown. This is possible with existing technology. It just needs to implemented.
you complaining about losing. how about 3 team drops in a row before the game started. and you are angry about losing fairly.
Is this directed at me? I pretty much only play team based matches, and with randoms, so games getting thrown at the start is a fact of life. For the purposes of this topic, it is irrelevant and off topic. This also is not a complaint thread. We are talking about personal reactions to losing at coh2.
There is plenty of evidence of Axis units being the best in the stats. Even if a specific unit isn't the best, I can't think of any that are the worst either. Each unit is pretty effective at what it does.
However, I will say that I was recently really pissed and frustrated using a jpIV and it fucking missed over and over again at the longest range. I don't know if it was just a crap game, but it might have missed more than the jackson and panther do at long range. At least the shots didn't get deflected though, I think that would inspire rage quit in me (which I don't do).
I know Relic keeps a database of pretty much everything that happens in CoH2. When I say that, I mean like every "transaction" if you will. Every bullet shot, the length of every game, every unit built, etc. This game has been out for a quite a while now and it seems for the most part Relic is not very transparent with this data at all. Sometimes they will tell us about an interesting thing here or there. Sometimes they will use it to justify a balance change, without actually showing us the data. If any of you reading this (I know there is a good 1 or 2 of you!) actually have even introductory experience with databases, you know the kind of power it has to show interesting things, far more than the grains Relic has shared. Wouldn't it be nice to see the dynamics of this game and future CoH games as the meta changes?
For example, commander choices can be tracked and displayed for all users to see. It can be ordered either custom by the user or maybe even by CoH2 displaying a top 5 commanders along the side of the site. This could show a variety of percentages, such as percent of all allied players that chose the commander or even percent of all games since the last patch that the commander was used in. With visualizations of this data, you would be able to literally see the meta. Discussions could be easily and plainly backed up by the data, unbiased as it happens.
Right now, Relic tells us something about the game and we just have to take their word about it, because they don't show the data they are collecting. It would be even better if we were given an API to this database, so fan sites and individual users can query it themselves. This could be an asset not just to CoH, but to all games that Relic makes. I know of at least 1 other game company doing this, which I believe was 343 games, possibly even Bungie as well. There was a fan site I visited that took advantage of the API and could show me all kinds of crazy statistical data about the games I played in Halo. So, I think this would be amazing for Relic and CoH without being too difficult to implement.
oh that's just as disappointing(about the pIV), lol. I figured he was doing pretty badly, not that I'm all that stellar all the time myself, but sometimes I have two people pounding on me and when I'm back at my base I reflect on the battles and think "what could I have done better?". When I can't clearly answer that question, I usually suspect my teamates were not doing things that were effecting the opponents.
I will say that I did play a game and got 2 mortars before you posted that and it did work well, but I think any faction using two mortars will have a good effect if they can hold the enemy in mortar range, without letting them close. I felt my opponent was not adjusting well to it, as opposed to it being an imbalance. Throughout the game they had difficulty adjusting to challenges. They still won though, because my teamate dropped, lol.
That said, thank you for the advice, I'll try that build tonight if I play and see if it takes me farther than my current build.