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I figured it would be garbage like that. It's harder, but using composite metrics tell a much better story than the raw stats themselves.
Even something like a heat map of positioning in relation to your team vs enemies can be very telling. That could be used to show how well a player utilizes cover and manages sight lines.
For duelists, high damage output is good in the sense that it creates resistance and helps define territory, but without eliminations it comes at a cost of increased enemy ultimate charge. I'd call that a lower value stat. The elimination to damage ratio I would say is a higher value than either of those individually, but not exceptional. It's just a necessary thing that all people on the team need to contribute toward. That part, your participation against that of your team as a whole is a bit more valuable. Even adding the enemy team into that comparison could be a valuable metric to gauge overall performance.
Accuracy is also decent, but also actions per minute and utilization of cool-downs. The number of ultimates charged and used is another decent one. These all good for everyone. Having high accuracy, but a low volume of shots overall means less damage (less pressure) and fewer opportunities to score an elimination. Low accuracy, but high actions per minute means less damage, (less pressure) fewer eliminations. It's really important to strike a balance there. Even if nobody notices most shots that miss them, the impact of those missed shots can be game changing.
The matchmaker should try really hard to fast track high accuracy and high action per minute players at least up to Diamond. They are probably the most noticeably annoying enemies for people that lack that to fight against because they don't even get to play the game. That's not to say people with exceptional map knowledge or positioning aren't also annoying, but you don't immediately jump to say that guy is hacker because he used a wall as cover, flanked around until I forgot about him (so like 8 seconds) then killed me and two other dudes that chased him from health pack to health pack. High accuracy and actions are oppressively strong if that player has even basic tactical sense as well.
Most players in the game probably hover between 30 and 50% accuracy, and I think I'm being fairly generous there. That metric has different meaning for different characters, an acceptable range for an automatic weapon might be considerably lower than for a sniper rifle with a long rechamber delay. I'd say players with higher stats here that got shot up in rank would drop or fail to climb if they lack the matching awareness, decision-making and tactical ability for that rank, which would at least put them in the place to fight opponents who can teach them that mechanical skill alone isn't enough anymore.
Objective time is good, but really only active capturing should be rewarded. One more factor I'd add is adding some value to keeping the objective in line of sight. Barring maybe a couple of spots, there isn't much worth pushing that far ahead for. If you're able to beat the enemy back and hold them in the spawn, I mean, I guess that's worth the loss of that value. A match like that shouldn't award much for the win anyway and any personal performance or padded stats is even more meaningless when your team outclasses the enemy by such a large margin.