I agree, its amazing tool.
I personally dont have time nor energy for any deeper analysis, which is why i appreciate this series of yours.
Keep up the good work!
I agree, its amazing tool.
I personally dont have time nor energy for any deeper analysis, which is why i appreciate this series of yours.
Keep up the good work!
Sure thing lets nerf Marlboro, Pittsburg, Duke and Baltimore cause Statshark told us so.
And don’t forget Kerch cause in NAB it’s nuts
And don’t leave Hood and Rodney with Leningrad and Marat cause they pwn.
But no one said to go on exclusively off statshark.
Again theres consensus about SS performance and statshark data supports it.
What are you presenting is just data without said consensus.
So lets listen forum whiners or what?
I know what they gonna say lets nerf all Russians vehicles they are OP and devs are biased cause they hiding in Hungary
Define “forum whiners”, because some of the “forum whiners” actually made an impact bug reporting SLM during dev server so that it released at least somehow correct.
That kind of impact?
Impressive bug collection.
While i admit i didnt have time to read through all of it - how does that relate to the original issue of SS performance and OP misinterpreting statshark data or lying?
As I’ve mentioned in the past a few times, it’s not even good data. It’s comparing a bunch of ships that shifted their BRs, in some cases radically, on the 25th of the month, against ships like the Soyuz, that have only been at the one BR for the last six days of the month. It’s exactly the kind of bad apples-to-oranges comparison that tells you nothing and one should never put their name to :)
The inclusion of the Leningrad highlights something else you can do here though… note it’s got a high K/D but a nearly as high K/S. Any time those two numbers are close, that means that vehicle is NOT very survivable (because it’s number of spawns that end in a death is approaching 100%). This can be a quick way to eyeball a vehicle in Statshark and tell if it’s “tanky” without having to go through the math I did. Turns out the Yamato actually has a comparable survivability, equating to TTL (time to live) in game terms, at the moment (0.34, RB) to the Leningrad (0.31). One could understand people being a little annoyed with the famous Yamato, that took 11 torpedoes and 6 bombs to sink, having a comparable TTL to a 4.3 destroyer, I think.
Ah, here is that issue of english not being my first language. I should have said context instead of consensus.
This is what i tried to (and failed to) point out - what kweedko posted is just statshark data which is prone to be misinterpreted without any context - which is something kweedko is doing - and statshark alone cannot provide said context.
I’m doing, not the TS doing? Yeah sure.
yes.
your post is just bunch of data without context, as Bruce_R1 explained:
we will likely see some radical shifts in effectivness of said ships during next month.
As for Soyz, which TS demand to nerf in first place.
I mean technically seen K/D is the only key figure which matters in a shooter - especially if the individual game impact is reduced to 5-25% of your matches as the MM tries its best to kill skill (applicable experience) advantages.
This looks quite reasonable if there would be a way to measure the amount of sole survivor awards (playing 1 vs 1 as last players alive). But thanks to the MM this is rather rare.
But considering the outcome of the match is even more flawed than looking at K/D ratios. As written above: In Air RB the WR is highly influenced by the MM. Therefore WR (=Outcome) is even less valid than K/D vs players.
Even if you would consider mission score - the guy killing 6 ai planes gets more score than than the guy killing 18 aaa/arty pieces - whilst the 2nd guy might have created a ticket win.
This is from my pov an important factor - but planes which are perfectly balanced are rather rare - mainly as if they are popular they tend to be under-BRd (like P-39 N-0 or the Yak-3) and dominate full downtiers and need skilled opponents in full uptiers to tame them.
And aircraft which perform better in uptiers than in downtiers have usually superior turn performance at their own BR. So whilst planes at higher BRs tend to get heavier and less nimble you see the opposite effect in downtiers as your turn advantage gets strongly reduced or vanishes completely.
Best example (from my pov) is the B7A2, followed by my new favorite the Swiss C-3604. They perform for me way better in full uptiers thanks to good (B7A2) and insane turn (C-3604) performance than in full downtiers.
Imho the efforts of the OP makes sense in niche modes like Naval or Simulator modes - but not for modes played by masses like Air RB of Ground RB.
The main issue is that by looking at average statistical values the confidence level of your data is severely affected. So the more clueless guys use a certain vehicle the more the data hide the real combat power of a vehicle flown by a veteran.
Imho the BR setting policy of gaijin should consider the performance of the top 5-10% of players using a specific vehicle only - if you want to get better you look always at the top.
Have a good one!
Nerf Roma it’s killing Yamamos. 8 to 0 K/D. IRL it never kill anyone. Nurf now.
Probably we should nerf it’s accuracy even further, and reload to 0.5 RPM
Btw. i got no Roma therefore i know how it’s played.
your individual statistics mean little if anything. I have KD of 9.0 on Pzr IV F2. its global all time KD is 0.96.
should the Pzr. IV F2 be balanced around how well I do in it, or around how well general playerbase does well with it?
It’s not mine.
Problem I have with this is people don’t really play to win, the reward for doing so is a measly 1.44 instead of 1.20? RP/SL mulitplier. There is no MMR, the teams are mixed and make no historical or realistic sense so you can’t even really LARP as say the russians beating the germans or russia beating america etc. etc. And matches pretty much are over around 5 minute mark in most cases.
In a game like SQUAD where there exists roles that have a giant impact on the match outcome without getting any kills etc. and the teams make realistic sense and people stick around for over an hour sometimes for a win I would say KDR doesn’t matter. For instance the guy running logistics all game with no kills will have a bigger impact than a sniper with 20 in a lot of cases. Or the engineer/sapper that takes out 2 radios and goes 1-4 will have more impact than a guy with 40 kills.
But in this game selfless acts for the good of the team like capping points when its suicide or high risk, or holding down the flank even though you barely see anything all match etc. are basically just punished by bad RP/SL gains.
I wish it wasn’t this way, I would love for the game to have longer matches, voice chat with people communicating and working together to win, but sadly after idk how many thousands of hours in this game the conclusion I’ve come to is its just a solo game, where you are not only fighting the other team, but your own for RP/SL, and to that end not much else matters besides KDR. Maybe I’m just really jaded at this point though.
SQUAD is another game I have thousands of hours in, I pretty much exclusively play SL/Commander and its not the most fun role to play, you have a ton of chores and often times its better to play driving simulator and set up spawn networks than it is to actually engage in combat. So I do like playing to win and doing things others don’t want to do for that end, but I just don’t see the point in WT.
I have ground out entire trees just playing vehicles I enjoy and not even thinking about RP/SL. With Object279 I did both the entire ground and helicopter tree of USSR, while not even playing/using those top-tier vehicles. This argument simply doesn’t resonate with me. I play for the win, for the team, that’s what keeps me coming back. You shouldn’t need more RP/SL gains to play for the team win in a team game.
People in this game do everything to try make themselves to top-tier, as soon as possible, and then wonder why they’re miserable. Then when you suggest they actually try playing the tree, they’ll give you some rubbish, ‘butt buttt I am a modern vehicle enthusiast wahhh wahhh’.
Anyway, you don’t have to agree with me, but I come to this game and I have a genuinely good time playing without a squad and setting out and making it work with the randoms I have on my team each round. There’s nothing like having a come back win working with total strangers.
Edit: I think when I changed my focus and mindset from focussing on unlocking new vehicles, to appreciating the fun lineups I have access to, my fun increased considerably.
👍