Team Fortress 2 Stats Confirm Every Suspicion 110
Valve has released another round of stats, this one concerning all that Team Fortress 2 playing we've been doing. They have things broken out along a couple of different metrics, including lifespan, kills, assists, captures, and even just damage dealt. As Rock, Paper, Shotgun's commentary notes, the stats confirm every suspicion you've had about your fellow players. "Yes, there are more rushy-bastard Scouts than any other class. Yes, campy-bastard Snipers earn the most points. Yes, hitpointy-bastard Heavies get the most kills. Yes, hidey-bastard Engineers live longest. And so on. What's slightly odder is the breakdown of which side wins most frequently on each map. BLU has the edge in every killing field except Dustbowl and Gravelpit. Why? How? I thought we were all the same! Damn you for not being neater, demographics." We previously discussed Valve's stats release on Half-Life 2: Episode 2 .
Re:Blue, definitely (Score:4, Funny)
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Blue more likely to win (Score:5, Insightful)
Re:Blue more likely to win (Score:5, Funny)
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You have to remember, this is not a killer advantage assuming all other things being equal. However, I suspect that people who play a great deal may have noticed the edge, and thus are more likely to choose blue if they can. Consequently, the average skill may likewise be higher for the blue in both games.
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I think America's Army did something like this. No matter what team you join, you're always an American fighting against the terrorists. (That way, America never loses, even when the insurgents win.)
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Whenever we'd play a game that used the new color schemes it threw people off and they complained like mad. Perhaps these innovative changes get pulled out of more popular titles because the majority of users aren't interested in change...
Though I know I would love to see it appear in Halo. (Red/Green colorblindness i
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To the parent, while that'd be nice to always have the opponent be the same color, they'd have to drop the whole Builders League United and Reliable Excavation Demolition branding thing that they have the maps branded with (something I think gives the game a nice bit of personality) - unless they could find a way to dynamically load the textures, which I don't think they can do with Source
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Bob
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Accidental team-kills: the great equalizer.
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Simpler than that (Score:2)
How to test this hypothesis? Randomize the color of the two doors each time, and see if the advantage evens out.
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Hilarious (Score:3, Funny)
Re:Hilarious (Score:5, Insightful)
The big red hot spot has 3 levels of height in play: there's the area right outside the spawn, the area below it just before the ramp room, and the area with health in the sewer pathway. All three occupy the same x,y coordinates on the map. I think this contributes to the heat of that particular spot. Would be interesting to see a vertical cross-section of that one area.
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I would like to take this opportunity to complain about those lousy camping pyros hanging out around the respawn points. Yeah, you know who you are! Knock it off! How is a medic to defend himself?
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There is a slightly higher density outside the spawns. This is probably because a *lot* of scouts run over the bridge cover and meet sentry guns covering the courtyard right there. The same is true for sol
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OMG! (Score:5, Funny)
As far as the RvB thing goes, it's obvious. BLU is best. Also, maybe the red jackets of those Red Bread losers wear makes them stand out more? Just a thought, but I bet a bright red jacket against a concrete wall is an easier target to lock in on than a blue jacket against the same wall.
-G
Re: OMG (Score:1)
Good point about the jackets, but on most levels (well, on 2fort, but that's all my friends seem to play) each side stands out on the opposing side's base and blends in in their own base. The Red Base has barn-style decorations and The Blue Base has bluer walls and more shadowed areas.
Personally I want to see the current stats put up against the next batch of stats. How many more people will be playing Blue now that it is revealed to be the team that wins most often and how will this affect their winnin
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I think it was more a commentary on the relative popularity of the classes than their strengths and weaknesses. For example, if you look at the full stats from Valve, you'll see that scouts are the most popular class, but a
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-G
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Easily explained. Most people playing online shooters do it for the c
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But in this article we're looking at the latest stats from Valve.
The stats show that people are not getting so many kills with the Scout. You say "Lots of people go scout for killing", but the stats show that it's not as effective as you think.
They also show that Scouts get by far the most captures. Which is cool, because the Scout's role is primarily as a capture monkey.
I'm sure it would be interesting
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No, the game is not just about combat, to win you have to achieve strategic objectives. Scouts are very good at that. They're also devastating in combat if played well - circle strafing and spamming you with their scatter gun or clonking you with the baseball bat.
In general, the whole point of stats like this is that Valve can balance classes according
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It's perfectly possible to vary the rules according to a linear skill dimension, or even multiple dimensions. It will be an optimisation problem of some potential difficulty but nothing that has not been attempted before.
Valve have enough data to determine player skill with reasonable accuracy, s
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Interesting stats (Score:2, Insightful)
Poor medics die fast... Not in my games!!!! NO ONE SHOOTS THEM THE NOOBS!!!!!!
Rocket launcher does the most damage but the not allot of kills for the soldier... Perhaps this is both the soldier and the turret for the engineer? As I do not see turret stats for weapon damage.
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(1: Rocket, knocks them towards 2: your grenade aimed at where they were herded by your rocket which launches them into the air where 3: & 4: shotgun blasts finish their airborne bodies off. Could be 2 rockets before the grenade, depends on whether or not you'd entered the area primed.)
Seems to be a lot easier to get away from a soldier in TF2 than TFC, which is why you'd see them doing more
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My own observations (Score:2, Interesting)
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Oldbie looking to get back into the game... (Score:1, Offtopic)
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After that, it's
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The best example of this is the map 2Fort. This map is exactly the same that was in TF1, but in the basement near the intelligence room (ie. flag ala TF1), it might look like you can get to other points.
The areas in 2fort are blocked off by walls or windows. A better example would be the rooftops of the little shacks in dustbowl and gravelpit. It never made sense to me that some of them you can get on top of with rocketjumping, but others you can't because of invisible walls. There are many rooftop areas in the game that seem like they should be accessible but aren't.
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A tip for Gravelpit: if you're a defending demo, put some stickies on A. Not on the floor, though. Put them up on the walls, above the doors. Put all eight of them all the way around the edge, Leave and go help defend B. At some point, A will start getting some BLU traffic. Don't set your stickies off yet! Wait for it. Usually, people set them off as soon as they see the point is being captured. Instead, wai
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TF2 is Team FPS for little children and nooblets.
TF2 doesn't allow nearly as much skill-based improvement as TFC does. They removed grenades to get rid of spam, but completely forgot just how badly that screws over the medic and scout classes. It's sad too, in the trailer you clearly see the demo with a mirv.
Also TF2 is a huge lag-fest, rockets take longer to fire, players don't move smoothly etc, etc etc. And before you say I have
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Anyway, I played QWTF years ago, played a small amount of TFC, and started with TF2 the day it was released. I love it. I'm not missing what they got rid of, and they did a great job with balancing things out. Good riddance to bunny hopping, conc jumping, and grenade spam.
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So, in my experience, this game scales really well and it's still enjoyable ev
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Totally agree.
Bonus points for playing MegaTF
MegaTF was a blight upon the awesomeness that was stock Q1TF.
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Every Suspicion? (Score:5, Funny)
- Elvis is alive
- Area 51 experiments
- JFK's *real* assassins
- The existence of the Illuminati
- Pharmaceutical conspiracies
- Chupacabras
- ECHELON-style monitoring
Sorry, Team Fortress Developers, Deus Ex beat you to the punch 5 years ago!
Solomon
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you forgot about 0 + 0 = 1 in binary (forget the 0 carrying part...) and how 3 is, in fact, an even number (at least it should be...). lol
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Demoman not in there? (Score:2, Insightful)
Re:Demoman not in there? (Score:4, Interesting)
Any tactic that works for "an hour or so" just screams that one of the above situations it the case. Sorry to burst your bubble, but the truth is, there is more or less a response class for every class you can play. If you keep sticky-bombing a hallway, I sneak around as a spy and end your reign. If you keep sneaking around as a spy and ending people's reigns, I burn your face off as a pyro. If you keep burning my face off as a pyro, I mow you down as a heavy. If you keep mowing me down as a heavy, I drop a couple rockets near your feet. The list goes on. More or less, every class has at least one or two classes that can effectively respond to it. Since you apparently did not encounter the demo response classes for so long, there was something seriously wrong with your opposition.
Still, sticky-camping can be amusing for a little while.
-G
Rebalance Dustbowl? (Score:4, Insightful)
(I've been playing Dustbowl since 2000 and it's the only reason I give a damn about TF, in case you're wondering.)
A mediocre Red team still has a decent chance of winning; a mediocre Blu team doesn't. Furthermore, a good player can still have fun on Red even if his teammates are idiots. Not so on Blu, where the entire team must work together to gain ground. Try advancing through the "death corridor" on stage 3 as your four offense engies refuse to switch to a more useful class or move their gear up. (As a side note, I've noticed that as more Blu players switch to engineer, the odds of Blu losing increase exponentially.)
To be sure, I've played some fantastic rounds on team Blu, but I often find myself server hopping to avoid wasting my time as an attacker doomed to defeat (hey, I don't have much gaming time these days and I'm not going to squander it getting raped.)
This trend is the reverse of what I saw in TFC: Blue would win the majority of matches thanks to skilled players pipe/nade jumping the flag into the cap, bypassing the entire defending team. In TF2, one player can't jump across half the map and save the day. In other words, there's a greater emphasis on teamwork.
One of my suggestions: redesign the first capture point on stage 3. Maybe narrow the bunker to give Blu a wider area to navigate and reduce the potency of Red demos. Any other Dbowl players think the map needs tweaking to even the odds, or is this simply due to offense requiring more coordinated teamwork, something in scarce supply on pub servers?
Re:Rebalance Dustbowl? (Score:5, Insightful)
I think the other problem is stupid instant-respawn servers. These totally unbalance the map in favor of red. I no longer play on any server like that, regardless of map, but it pretty severely impacts the two pure attack/defend maps, gravelpit and dustbowl, and I think this is reflected in the stats since those are the only two maps skewed in Red's favor.
Yes, I know it sucks to sit there for 15 seconds waiting to respawn when you're defending. But guess what? The other team has to travel the whole map to get to the cap point, whereas you spawn there. Instaspawn breaks the map.
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TF2 is not your typical FPS, but that fact hasn't quite sunk in to the minds of custom map designers and server admins yet. Playing on a custom map, or to some extent, any server with custom settings, is usually a recipe for game breakage.
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The going theory I've heard is the instant respawn servers that I do my best to avoid. The attacking team by design is supposed to have a faster respawn timer, which instant respawn servers negate, and at any rate the defending team always spa
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you're correct that red need only be mediocre. but, i mean, it's called *TEAM* Fortress for a reason. two relatively coordinated teams will have GREAT skirmishes throughout.
if there's anything at all that needs nerfing it is the first trench in sta
Stats (Score:2)
You can glean some other facts, too. (Score:2)
You can get some insight into the numbers behind the very non-numerical TF2 by inferring from these statistics.
If you look at the "average distance" stats, you notice immediately that the fireaxe appears to have a longer range than other melee weapons--and it appears to be a fairly significant extension, making the axe's averagekilling range nearly as long
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My vote is bugged. I get plenty of kills with the syringe gun, and usually at more than the maximum range of, say, the flamethrower. My guess is that the Fireaxe and the Syringe Gun got their tracking mixed up, or something to that effect.
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Hey... (Score:1)
Easy fix for blue vs red visibility issue: (Score:1)
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Ahem (Score:2, Funny)
Easier to see? (Score:2)
Red shirts (Score:4, Funny)
New maps for the 360??? (Score:1)