I'm in the opposite situation. I love playing single players games for hours at a time. I've played skyrim, dues ex, ftl, CIV V, fallout: new vegas, mass effect series, kotor, witcher, xcom along with a myriad of snes roms. Hours on steam range from 50 (witcher 2, which will be getting a second playthough soon) to 850+ (civ v) not to mention all the times where I'm looking at wikis and other forums for the games. I get sucked into the depth, mechanics and the lore of the game just like tf2. Nevertheless, I still love tf2 the most and still consumes the majority of the time. I think that I just love slow paced things as they give me a lot of time to think.
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LexxMiNiA neat stat woud be uber forces by a player, but I can't think of how you could measure if a player forced him or not.
A simplification could be this: if a medic received damage withing the last 1 or 2 seconds before "chargedeployed" was triggered in the log file and his health is below a threshold (say, 50%?), it could be safe to assume that the damage has forced him to pop. If he receives damage from multiple enemies, there are two options here:
- assume a force pop from the enemy who caused the most damage (probably the best option)
- assume a force pop from the enemy who caused the last damage
Any thoughts?
Uber forces have more to do with intention than actual results. A sniper can force a medic without ever hitting a shot just because he is LOOKING at the medic. In addition, some forces are the result of pressure applied to players other than the medic. This is called "saving." Furthermore, in unequal uber situations, a medic might want to pop through a choke point to capitalize on the other team's horrendous positioning. I don't really call it a force when you kill the entire combo afterwards. All in all, this makes it rather hard to examine from a statistical standpoint.
However, I can posit a different approach to it. Let a medic be forced when he ubers and less than 2 people die on the other team (can be 0) during the uber along with 1 second before (roamer rockets after death/fall damage) and 3 seconds after (follow up). In effect, this really says that you had a bad push but I consider it a good enough proxy. In addition it gives no credit to any individual "forcer" but eh.
I think that most of the discussion in this thread is shamefully off topic. Instead of trying to derive meaning from OLD stats (kd,dpm), we should be trying to make NEW stats that make sense based off of our collective competitive experience.
Such stats should (1) define a specific situation, (2) have a measurable outcome, and (3) allow for good interpretation. Example using one of the stats I sketched out, Average Health at Uber Pop: (1) Uber Fights, (2) health at start of fight, (3) more health is better. Cut and dry. Compare this to DPM: (1) Non specific, (2) general damage, (3) discussion in thread has determined that interpretation is murky at best. I believe that my new stats work towards showing UNDOUBTEDLY GOOD play and paint a CLEAR picture of a competitive match. My stats are not without their flaws, but are a step in the right direction.
I have thought a few more stats to share:
- Even Uber Exchanges (EUE). This is both a stat and a condition for other stats. If ubers are popped within 4-5 seconds of each other, it is an Even Uber Exchange.
- Stat 1 of EUE: Average Time Between Ubers (in an EUE). Also called "milking," this describes how long the other medic hold his uber before popping. Positive and negative values should be kept separate to distinguish between offensive and defensive ubering. In an EUE, it is best for the offensive uber to pop the defensive uber as quickly as possible.
- Stat 2 of EUE: Average Flashes (in an EUE). Every time an uber is switched between targets, the uber gets shorter. In an EUE, the uber length is tantamount to damage done. Even in 1 second, a pocket soldier can put out 200+ damage to an unubered target. Combined with Stat 1 and Average Health at Uber Pop, you can show how often you have "good ubers" or "bad ubers"
- Stat 3 of EUE: Damage Dealt and Taken (in an EUE): All damage during EITHER uber in an EUE is considered (or 13 seconds after first uber). I consider this more of a flank stat then a combo stat actually. A flank that does considerably more damage than the other flank will have an advatage post uber. This also eliminates the need for a stat such as "Health After EUE."
I call on each of you to examine Team Fortress 2. Put a name on important plays in a match. Define it. Flesh it out. Come up with creative solutions to express it. Logs is a bit limiting but you can still work around it.
I have wanted a more in depth stat system for years. Good on you for trying it.
I have a few suggestions:
- Average Health getting to midfight. Very important statistic. Little weird to implement in logs. Best bet would be to have a "cutoff" location for each map.
- If you can't do above, Average Time before first death at mid for each player. If your scouts die early or demo gets picked, you'll lose the midfight.
- Assist Damage. When two or more players FOCUS another player that player will die quickly. Shows good teamwork and coordination. Any damage is assist damage when 2 or more players damage another player in a time interval (+-3 seconds). Doesn't have to result in a kill.
- Average Health at uber pop. Some bad medics milk ubers by letting their pocket go to 20 health before popping. Not good. If your flank peaks and loses buffs before uber, also not good.
- Deaths of Quick Succession. This is a strange concept to put a name on. I can best explain by saying if you go down 1, you don't want to go down 2. So let's say even ubers and your scout gets picked on the flank, your other scout doesn't want to rush in and die because now it's 4v6. Of course, the major exception to that would be when your medic dies. Then you want to get aggro on their medic. IDK, maybe just exclude medic deaths from that.
I like stats that deal with health and numbers rather than damage and frags.
AloSec I think esea is the superior league due to the incredible scheduling & client.
It's too far to call esea's scheduling or client "incredible." Their system is very rigid when it comes to rescheduling. I have 2 problems in particular. One, you can't reschedule after the match time without getting a hold of an admin. Two, if you don't start within 30 minutes the server shuts down and you have to contact an admin. I would like it if esea gave their teams more autonomy here. The admins don't do much except for rubber stamping so why not just let the teams reschedule as they please? In general make scheduling more laissez faire
Yeah the schuylkill expressway from city ave downward is god awful during rush hour. In general you want to check 76 and 676 vine street before going to the city. If it's bad and you need to get in, try taking 76 getting off at city ave before the bend and then take kelly drive to the ben fraklin parkway past the art museum. From there you can get over to broad street or wherever. Also, Dellasandro's in roxborough isn't that bad if you don't want to go into the city. You'll miss out on the "experience" of pats or genos but they still got good steaks.
I watch starcraft 2 streams every single night.
I'll give you a hint: if you're bad, it's because you are bad.
http://i.imgur.com/iFsGehK.png
Sorry to go on tangent, but I just want to point out a bug. I think this post was moved over from the previous recruitment forum. I see that some posts have been removed but the thread index does not show it correctly.
edit: and now I am #4, don't know if this this is how post deletion is intended to work. Either way you'd probably want to remove the person's name.
Benkitt post where you live
dashnerOaks, PA
heheheheheh
unfdo i need a cab from airport?
I can pick up anyone at the airport friday, thursday, or earlier if need be. In general, I can drive around the philly area and suburbs as needed.
I'm back. Willing to backup if you need me.
I regret looking at half the threads on this site.
Not available to scrim next few days, but I'm still looking. Add me.