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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 14:47:00 -
[1] - Quote
This poll gathered relevant details about how players make decisions and match outcomes. The analysis of the information is contextual to the player level, not the technicalities of the game like specific suits or weapons. In short, the findings are about you, how you feel and think, and what happens as a result.
I will use this thread to post my findings derived from the survey results of the poll posted at https://forums.dust514.com/default.aspx?g=posts&m=2253879 .
The google-generated stats can be viewed at https://docs.google.com/forms/d/1IW3cHaTsaEjstlye4XOZwII8UEJuJyAnKpdpidl_EEM/viewanalytics .
Please reply with your questions and quandaries.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 14:48:00 -
[2] - Quote
Let's begin with some FUN FACTS:
Of the 63 people who completed the survey:
- The most extraordinary data source used for evaluating the risk level of a situation was wikipedia.
- One person makes his battlefield decisions by flipping a coin, and another uses a 20-sided die and a special chart of his own design.
- One person acquires his next target by spinning a bottle on the ground. If it points at him, then he commits suicide.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 14:50:00 -
[3] - Quote
Of the valid responses (61):
66% people get between 10-19 kills per match. 72% of people are actively engaged in ewar. 48% play light frame, 36% play medium frame, and 16% play heavy frame 51% of kills occur between 20m - 49m, and 2% of kills occur at distances greater than 100m (off of the edge of the TACNET radar screen) 43% of people achieve 1000-1499 WP per match. 57% of people deliberately think about their battle actions most of the time. 57% of people use visual assessment to determine the risk level of a situation.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
575
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Posted - 2014.07.17 14:59:00 -
[4] - Quote
Insights On Earning More Kills
Q: Does ewar make a difference in achieving more than 20 kills per match? A: Slightly more players who don't use ewar achieve greater than 20 kills per match than those who do. Stat: 29% of players who don't use ewar make more than 20 kills per match, while 14% of players who use ewar make more than 20 kills per match, yielding a weak (0.15) association between not using ewar and getting more than 20 kills.
Q: Does dropsuit class make a difference in achieving more than 20 kills per match? A: Heavies achieve greather than 20 kills more often than any other dropsuit class. Stat: There is a moderate correlation between playing heavy and achieving more than 20 kills per match. By percentage of players in a dropsuit class, 3 times more heavies achieve greater than 20 kills per match than do medium frames, and 2 times more heavies achieve greater than 20 kills per match than light frames.
Tip: If you want to earn more kills per match, try playing a heavy class.
Future investigation: Why do heavies get more kills per match? Hypothesis: Heavies do not die as much, therefore they spend less time respawning and getting back into the action. Furthermore, heavies have the additional eHP to survive a 1 vs 1 fire fight, giving the endurance advantage to them to make the kill (obviously there are a plethora of variables to evaluate concerning the context of various scenarios).
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
578
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Posted - 2014.07.17 15:22:00 -
[5] - Quote
Insight on Who Feels In Control
Q: Of the players who feel the most in control, which class of dropsuit are they playing? A: Heavy Stat: 100% of the heavy frame players who completed this survey feel in control, 68% of medium frame players feel in control, and 90% of light frame players feel in control.
Critical thinking: What are the the principal factors that contribute to feeling in control?: Raw HP and Firepower? Battlefield information and awareness? Stealth and speed? Being part of a strongly communicating unit?
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
581
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Posted - 2014.07.17 15:55:00 -
[6] - Quote
Traits of players who earn the most War Points per match (2000+)
- They all plan ahead and actively make decisions and deductions based on ewar concepts.
- Most make kills in the 20m-49m range.
- Light frames most often use TACNET and ewar to find their next kill target and determine situational risk levels.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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Clone D
Grundstein Automation
582
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Posted - 2014.07.17 18:02:00 -
[7] - Quote
Insights On Battlefield Information Gathering
Q: Do people who regularly finish in the top 3 favor a specific source of information? A: No, either use visual acquisition/assessment or TACNET. It doesn't matter. Stat: 57% of players who finish in the top 3 gather information visually, while 60% of players who don't regularly finish top 3 gather information visually. This is an uber-weak association (0.03) indicating that how you gather information is not a significant contributing factor to how you place in the match.
Q: Do people who get more than 20 kills per match favor a specific source of information for finding a target? A: Yes. People who acquire their targets visually are more likely to get 20+ kills per match. Stat: 51% of players who acquire targets visually make 20 or more kills per match, whereas 38% of players who acquire targets via TACNET make 20 or more kills per match, yielding a modest association (0.13) between acquiring targets visually and getting 20+ kills per match.
Tip, to get more kills, try using your eyes and forget the radar.
A corp for lonewolves where squadding and comms are optional, but exceptional team play is expected.
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