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PSU: RAM??? We need RAM, pfft!
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2013-08-15, 01:48 PM | [Ignore Me] #211 | ||
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....oh Great and Powerful Wizard of OZacle.... Have you thought about looking at some of the data from the other side of things ? Such as, sort deaths per MBT spawned based on BR,...... ? Does SOE provide data on time until death/loss of a vehicle after it is spawned at a vehicle pad oputside the WG (or leaves the WG after being spawned there) ? There are many many reasons and variables that determine how long a vehicle survives after being spawned. Still, if the data is there it may help shed a little more light on the discussion. The longer an individual player, or weapon platform, survives in the battlefield the more opportunities to build higher KPU numbers. Did I see earlier that you had done overall KPU per Empire, and they were all around 41 KPU ? Did I actually read that earlier ? If overall KPU appears to be in balance, does that mean every other metric is essentially us confusing the issue with another unique serving of minutiae ? KPU seems like it measures "upside" of the BEST operators of said gun, weapon, vehicle,...... Perhpas. Perhaps, if we measure Death of "X" vehicle configuration/platform at different BR tiers, we'll learn more about how a particular Learning Curve (skill level) may be skewing numbers. TIME UNTIL DEATH seems vital to discerning effectiveness of a weapon, armor, loadout, playstyle,...... This sounds incredibly daunting. Even if the numbers are there, time until death needs to be measured vs kills. How many times are you being shot at per minute (on average). How much are you firing on a target per minute ? When "X" player is in a "hot zone", we need to know these numbers on at least a thumbnail level. Some of the non-engagement time is a vital part of the puzzle. A sniper, tank gunner, 2ndary gunner, ESF, Dalton gunner, .... all need time to position themselves to avoid damage yet also acquire targets from the most advantageous position(s) possible. I'm not sure we can come up with the proper data filtering tool to get helpul meaurements of what makes one weapon (or even one tactic vs another) better than the wide range of other options available to players. Noob-fiiendly, Cert/Resource friendly weapons or platforms may have lower KPU simply because the talent pool using X weapon/platform. High-SKILL (and/or High Cert Level) based weapons may disproportionately have skewed KPU because unskilled players aren't prevelent enought to lower overall KPU percentages (gunner efficiency, .....errrrr....SKILL)). . Last edited by Chaff; 2013-08-15 at 02:22 PM. |
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2013-08-15, 01:57 PM | [Ignore Me] #212 | |||
To your other point, I don't think deaths will be happening soon, but vehicle destruction is next up, and there are some interesting inferences to discuss. Last edited by maradine; 2013-08-15 at 02:01 PM. |
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2013-08-15, 01:57 PM | [Ignore Me] #213 | ||
I wouldn't get too specific. While these numbers tell a part of the story, they don't tell everything and BR says something, but not much, as many high BR players have lower BR alts and they perform just as well with them.
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2013-08-15, 02:05 PM | [Ignore Me] #214 | ||
They do, and you can see that effect. To say that it is more common than not, however, would be a massive assumption that I don't feel is warranted.
In any event, we'll never know for sure, as that data will explicitly not be published*. *to us Last edited by maradine; 2013-08-15 at 02:19 PM. |
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2013-08-15, 03:00 PM | [Ignore Me] #217 | |||
Most interesting is how close each empire is in population.
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2013-08-15, 08:41 PM | [Ignore Me] #219 | ||
Bad news - came across an API bug in the vehicle reporting that won't be fixed until the next GU. So I'm not going to be able to marry vehicle destruction to death records and find out, for instance, how many tankers are going down with their ship. On the other hand, something else to look forward to in GU15.
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