*

Support EIR:R

April Goal:$20.00
Net Balance:$0.00
Below Goal:$20.00
We have reached 0% of our goal!

EIR Menu

User

Welcome, Guest. Please login or register.
Did you miss your activation email?
April 02, 2020, 02:15:17 am

Login with username, password and session length

Recent

[Today at 02:10:32 am]

[March 28, 2020, 03:36:13 pm]

[March 22, 2020, 07:37:25 am]

[March 22, 2020, 04:58:43 am]

[March 19, 2020, 11:12:28 am]

[February 28, 2020, 06:11:31 pm]

[February 16, 2020, 04:25:10 am]

[February 12, 2020, 01:02:47 pm]

[February 10, 2020, 02:15:08 pm]

[February 06, 2020, 10:30:10 pm]
Mod of the Year Awards

Most Innovative Multiplayer Nominee





Award Recipient




Pages: 1 [2]
  Print  
Author Topic: EIR analytics  (Read 3043 times)
0 Members and 1 Guest are viewing this topic.
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3026



« Reply #15 on: March 20, 2017, 10:56:10 pm »

I looked at each doctrine and looked at the least-chosen top unlocks, trying to figure out how they could be buffed.

From my notes:

Infantry
   Arty Plotting - scatter bonus from 0.7 to 0.66 (small but it looks better, mentally)
   Spirit - will probably be even worse post patch; will need touching up in R031
   LnL - probably overshadowed by the OP ranger buffs

AB
   Currahee - AB Rifles/Engies not outstanding enough to warrent picking this unlock. Other problems include the dominant AB strat being RRs in smoke w. LVs for AI. AB Rifles/Engies don't fit into this strat, and are thus rarely taken. The HHAT price nerf MIGHT fix this (less AB -> more AB rifles etc, unless braindead, in that case, more normal rifles)
   Fight Another Day - WHY WOULD YOU NOT TAKE THIS? ITS LITERALLY THE RETURN OF GODMODE M10s!!!!
   Tankriders - 99% of EiR players stop their vehicle before they fire. Even if they keep moving, it's a whopping 12.5% accuracy bonus (vs. standing still) w. the AB Rifle aura...it's pretty bad.

Armor
   Let em have it - 99% sure most players (that actually pick this) just pick this for the garrison ability, and it just turns your tanks into oversized HTs. Other problems...well, no 'problems', but tank garrison is of limited utility. You can use it to save pinned squads (but you will take damage from AT) by driving up to them and issuing a garrison order, or you can use it in aggressive pushes...but that will probably lose you your tank
   McNair's Doctrine - Who on earth (besides me) would try to vetwhore an M10? M18s haven't been seen in active use for months. Unlock is pretty bad overall; offers no up-front bonuses (Sherman armor? A bonus? No.)
   Rangefinding Experts - Arty recharge buffs are stupid. Changing to 0.66 scatter on Callie, Spergshing, and Fatso
   Urban Survival - After cursory digging through the RGDs, it seems tank guns don't have an accuracy penalty vs. units in L/H cover. So...more accuracy is useless in practice Cheesy


« Last Edit: March 21, 2017, 12:01:29 am by TheVolskinator » Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

PIE (Pertinent Info (for) EiR), incl. Zoomout Mod - updated 14 Apr. 2019

Forum Rules & Guidelines
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #16 on: March 21, 2017, 01:04:08 pm »

THe following doctrines have 0 selections:
Sturmgeschutz Abteilung
Fear
SE rocket strike


Analysis of WM meta:

Blitz:
There are currently 26 companies with tigers unlocked
100% of them are running 'Fear in the Hearts of Men'
92% of them are running 'Hero of Villers Bocage'
48% of them are running 'Schwere 101'
42% of them are running 'Panzer Ace!'

There are currently 16 companies with active tigers in them
6 of them are running double Tigers
50% of Double tiger companies have 4 of the above doctrines
50% of Double tiger companies run 2 of the above doctrines
The win % of double tiger companies is 68%
The win % of 2 doctrine double Tiger companies is 66%
The win % of 4 doctrine double tiger companies is 70% (with all 7 wins from one company)

40% of single tiger companies are running 4 doctrines
30% of single tiger companies are running 2 doctrines
20% of single tiger companies are running 1 doctrine
10% of single tiger companies are running 3 doctrines

Win % of 4 doctrine single tiger companies is 42%
Win % of all other single tiger companies is 42%

There are 6 Blitz companies with 0 tiger doctrines
The combined win % of those companies is 43%
50% of them have a winning rate with a combined record of 13-8
50% of them have a losing rate with a combined record of 5-16

All inactive tiger companies ( those with tiger doctrines but no Tiger currently in them) have a win rate of 9% (3-30 record)


Conclusion:

A vast majority of people who pick up blitz choose to build a tiger company.
The results of this are extremely bi-polar. Either they can handle the micro and low company size management of Tigers or they cannot. Those that succeed gain a very high win % (66%), those that fail to learn how to use a tiger fail miserably (9% win rate).

Those that eschew tiger companies have a more standard win% spread (43%), though still slightly under performing.

The combination of the Bi-Polar nature of tiger companies and the slightly below Par performance of non-tiger companies is the reason for the low win % of Blitzkrieg. However, looking at the spread of tiger and non tiger win% companies, I am not sure that it is due to the doctrine being weak. Rather, the builds seem to have a very slim margin for error. If you are good enough with your micro and build, you will see good results regardless of whether you are tiger/non tiger(66%/62%), however, if you are not a player capable of this margin, you will fail miserably tiger or non tiger build (9%/23%). Although, it would seem that the non-tiger build is slightly more forgiving of misplay than tiger builds (which makes sense given the high resource cost of a doctrine'd tiger)

Basically, it seems to be a company with a very high skill floor. If that is a good or a bad thing is up to the Devs. Ill try and dig into the disparity in non-tiger blitz companies in the next post.
« Last Edit: March 21, 2017, 01:22:12 pm by Tachibana » Logged

It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
CrazyWR Offline
EIR Veteran
Posts: 3629


« Reply #17 on: March 21, 2017, 05:11:14 pm »

This is really awesome information man.  I would like to note, having just created a tiger company last night, that getting all 4 unlocks on tigers makes them super ridiculously expensive (1940 MP seems over the top to me).  I'm not sure if that is just me or what.


Also I would like to point out that the Joint Ops unlock which is a top t3 in Blitz has gren buffs in there that seem much more in line with what used to be called defensive.  I used to previously run a heroic crit gren spam company with that joint ops buff of extra medkits and nades, and it was fun.  Curious if someone can see if you can switch that buff with, say, the buffs from oberkommando West(top t3 unlock from Defensive) which fits the 'Panzer Recon' theme a bit more I think. 
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #18 on: March 22, 2017, 01:52:22 pm »

WM meta analysis

Blitzkrieg Non-Tiger

When looking at the doctrinal split between the Winning and losing Non-Tiger blitzkrieg companies, there is not too much differentiation. (Blue winning, Red losing)
Doctrine Pick Comparison

Only a couple of key differentiations seem to come out of it.

The winning companies had a heavy investment in 'Assault Tactics' and 'Territory Blitz' while the losing companies seemed to invest more heavily into 'Joint ops' and 'Stuka Dive Bomb'

That would seem to indicate the winning companies were geared more towards infantry use while the losing ones were looking for more of a combined arms approach. Even so, this differentiation cannot be read too much into as there is basically major overlap in every other doctrine selection. This means that we'll need to dig deeper to assess build and playstyle.

Blitz A coys build spread
Blitz B coys build spread

What we notice right away is the increased use of both Assault Infantry(Storms, KCH) and support weapons by the A coys over the B coys.
Another point of note is that that A coys seem to have more armor incorperated vs the higher % of Light Vehicles in the B coys. Despite the higher amount of armor in the A coys, there are more repair squads in the B coys.

Even so, The only definitive thing to take from this is that the Coys with a higher win% hold Stormtroopers and KCH in higher regard than the B coys. We can take a deeper look at the support weapon and armor spreads of the two sets.

Blitz A support spread
Blitz B support spread
Blitz A Armor Distribution
Blitz B P4 Town

The Blitz A players overwhelmingly prefer the MG42/Pak combo while Blitz B players seem to have a skewed preference for the Axis Mortar.
In addition, it would seem the Blitz B companies Comprise solely of Pumas/P4s while the Blitz A players have a more spread selection of Vehicular support.
Another point to note is that while Blitz B companies had more selections of Improvised Transports, there were no Stuka's present while the 1 Blitz A player with the doctrine had 2. This would indicate a dead doctrine choice which is a serious detriment to a company for those Blitz B players.


Despite all this info, Its hard to see a real differentiation in these company builds with such a small sample size. One could say that More storms and mg42's is the way to win, but when you looks at the spread of stormtroopers accross the 3 Blitz A coys, its 12-7-0.
HMG 42 use is definately a bit more diversified with a 3-4-2 split. However, to say that all the Blitz B players needs to do to win more is "Add more HMGs" seems a bit simplistic.

Basically, without seeing replays of these companies in action, its hard to say why Group A is winning and why Group B is losing based soley on this information. Maybe I'm looking at the wrong areas or not going into detail enough on one area. If you have an Idea of what I should be looking at, feel free to suggest.
« Last Edit: March 22, 2017, 02:05:59 pm by Tachibana » Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3026



« Reply #19 on: March 22, 2017, 02:12:06 pm »

Assess OP infantry next ))
Logged
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #20 on: March 24, 2017, 01:31:22 pm »

Assess OP infantry next ))

No u.


OKH Doctrine spread
Logged
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #21 on: March 19, 2020, 07:41:48 pm »

Not much else to do with errbody shutting down. So, here is a rough draft at an analysis of EIR's top tier stackers over the last 63 games that have been played.

https://docs.google.com/spreadsheets/d/1Wtn0Jn_ZDyrYcaqslL3VenjHTYTLssZV3C8ptt2YkHQ/edit?usp=sharing

TLDR:

Stackmaster In Chief: Speedy
Vice Stackmaster: Hamster
Minister of Stackville: Unknown

notes:

1. Based on the assuming that Axis and Allies as factions are equally matched
2. STAX: Indicates the likeliness of any given game for a player being stacked in their favor.
3. Low game count can lead to high volatility in w/STAX score.
4. "w/STAX" : Weighted STAX score
5. "f/STAX" : Factionally equalized STAX
6. "Dodge Factor" : A calculation of Average Team Strength weighed against matches played and player's inherent Area rating
7. Area rating: How many Area's you are worth
8. TS(TeamScore): An approximate assessment of how many Area's your team is worth
« Last Edit: March 19, 2020, 07:54:04 pm by Tachibana » Logged
Unkn0wn Online
No longer retired
*
Posts: 18342


« Reply #22 on: March 20, 2020, 12:48:00 pm »

Haha

I do question your analysis if it results in hamster being the nr 2 stacker to be honest.
Logged
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #23 on: March 20, 2020, 01:14:58 pm »

Hamster probably high due to the fact he basically exclusively plays Allies and there are a lot of axis only sub-par players. So his average stack rating is probably higher. That being said, his area rating means in a neutral environment, he is worth about 1.5 Stax per game alone, so the fact his unweighted STAX is only 1.58 is not too bad, but his lack of axis games is probably hurting his dodge rating so his Weighted Stax is high.

Mysth, on the other hand, has an amazingly low w/STAX rating considering he is worth 1.5 STAX alone.

Compare that to Nightrain and Unknown who have a STAX rating of 1 ea, but their Weighted STAX is 4x/2x their STAX respectively.
« Last Edit: March 20, 2020, 01:16:38 pm by Tachibana » Logged
Olazaika1 Offline
EIR Recruit
Posts: 43



« Reply #24 on: March 20, 2020, 02:17:31 pm »

You guys should play more.

Only me, alpha and aeroblade have over 30 games
« Last Edit: March 20, 2020, 02:25:11 pm by Olazaika1 » Logged

lol dats true get rekt



I like balanced companies

you can't just post a replay every single time I fuck up the opening
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3026



« Reply #25 on: March 20, 2020, 02:37:48 pm »

Lol. I knew I was bad, but I didn't realize I was that bad, stacked that much, or dragged down my team's "score" that much. Oof. I need to start metagaming.
Logged
Tachibana Offline
NotADev
*
Posts: 1266


« Reply #26 on: March 20, 2020, 03:51:12 pm »

Lol. I knew I was bad, but I didn't realize I was that bad, stacked that much, or dragged down my team's "score" that much. Oof. I need to start metagaming.

Lol, A high rating doesn't indicate that you are a good/bad player, it indicates your propensity to play in stacked games.

A positive rating means that games you take part in are on average in your favor and a negative rating means the inverse.

A rating that is significantly above your Area score means that you are a dirty stacker, A rating that is significantly below your area score means you habitually drag your team to Stompville.

That all being said, this is all just arbitrary voodoo, so you can take away from it whatever you want to take away.
Logged
tank130 Offline
Sugar Daddy
*
Posts: 8956


« Reply #27 on: March 21, 2020, 10:22:08 am »

snip.......... means you habitually drag your team to Stompville.

.................snip

Guilty as charged!
Logged

Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
aeroblade56 Offline
Development
*
Posts: 3904



« Reply #28 on: March 21, 2020, 12:32:26 pm »

Seeing tank130 post is giving me Vietnam flashbacks
Logged

You are welcome to your opinion.

You are also welcome to be wrong.
Mysthalin Offline
Tired King of Stats
*
Posts: 9039


« Reply #29 on: March 22, 2020, 04:58:43 am »

I knew I was carrying way more than my fair share of potatoes of late... My back really hurts.
Logged

Pages: 1 [2]
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.091 seconds with 41 queries.