Global iCTF IV - Regular Season Statistics

Global iCTF IV - Regular Season Statistics

Postby Monk » Thu Nov 28, 2013 4:34 pm



This post was originally intended to be posted immediately after the groups end but I didn't finish it in time. I decided to post it anyway so that the stat post I make at the end of the season is slightly less tl;dr

It is more based on team stats (and map stats), however I will be doing an end of season statathon which will contain individual stats and individual awards and maybe even something crazy like a breakdown for each team to make it interesting. (On that note, Shit list of people who failed to follow basic instructions and wear their teams tag: Spongeeeeeeeeeeeeeee, p^, -}Night_Terror{-, Larmor^, aki, sorn, Chris, T!T4N)

A bit of an overview first and foremost. Overall in the pre-playoff season 117748 frags were made, leading to a total of 756 caps. 425 of those caps came in dev and 331 came in regular games. That means 51.24% of the frags this season were made in reg games (60338) compared to dev (57410), yet only 43.78% of the caps were made in reg - this is to be expected considering the nature of the play I suppose. The dev season had an average of 6.64 caps per map and the reg season saw 5.25 caps per map.

Amazingly there was only 1 map forfeitted in the entire season - and that was by a team who were already mathematically eliminated at that point (RickJames). The shortened season format combined with the high percentage of teams qualifying from the groups seems to have had a positive effect in this regard.







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Firstly, lets have a look at how this seasons much discussed maplist fared. Its worth noting that nothing beats a golden oldie as far as this seasons captains are concerned. Nearly half (49%) of the maps played across the season were either Duku, Sprinta, Command or BrokenLimits out of a map pool of 13 maps.

Some of the new maps were slightly more successful than others. BeefMonkey was only picked once in the whole of the reg season (with RJs team the poor victims), and twice in the development season. With it being banned for the playoffs we will have no further plays of this map to base opinion on. Complex also fared reasonably badly on the activity scale, only seeing action 5 times all season. However Rune and Pryxon both got played 9 times each, a fair return for a first season.

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With the new additions to this seasons maplist, the plan by our glorious leader was to encourage an increased amount of grabbing (and capping). As you can see, the new maps hold up incredibly well under scrutiny. The top 6 maps for caps per map across the season were the 4 new maps and the two known high cap maps - Command and Grudge.

BeefMonkey was the stand out with an average of 13 caps per map, but it is unfortunately with a low sample size with it only being played 3 times. The most popular reg map Command ranks in the top 3 for both reg and dev for average caps. Complex also came out with a very high average cap rating. It will be interesting to see whether these maps remain popular enough to be used in future seasons.

Interestingly, the two additional maps that were in line for removal (Dreary and DiamondSword) had the lowest grab rates across the season. Duku had the second lowest overall cap rate this season, and was still picked twice as many times as the most popular new map.





Secondly, lets have a look at how the various teams performed this season. Surely paco will have led by example in this aforementioned new era of grabbing, capping and excitement? We begin with looking at the biggest frag whores this season.



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These stats are actually calculated by extrapolating the number of frags each player of a team would have had if every map had lasted 20 minutes. They represent the average frags each team would have had per map. The extrapolation is to account for: a) cap-outs where maps do not last 20 minutes b) Maps in which you played against Morpheus' team and had to play 10 minutes of overtime.

The undisputed kings of the frags this season are kyle's band of winners. They actually sit second in the reg season by less than 1 frag, but comfortably top the dev charts. Buoyed by senad fragging way above his salary and the other 4 members of their team all hitting benQaccs, kyles team have been the masters of... kyleing. With Hertz also an incredibly strong fragger in dev games and 'dev' not the shabbiest fragger either. Kyle did have to make one brave decision in order to achieve this award though. After 88 frags in 2 maps in week 1 he had to unceremoniously kick Titan off the squad, in the most dramatic GU trade since Hatchet for Serenity.

Rain's team is the only team that gets close to kyles in average frags, and one advantage of the reschedule between these two teams is that we will get to watch these two frag behemoths go head to head for a spot in the semi-finals.

Perhaps surprisingly considering who their captain is, JYBs team are the weakest overall fraggers this season. Not that it stopped them reaching the playoffs - has JYB turned from ini tweaker in to tactical mastermind?

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Next we have a look at who this seasons cap kings are. There is perhaps unsurprisingly a split here between the highest capping dev teams and the highest capping reg teams.

The best dev capping performance goes to exixt's team. There was no stand out individual performance for this teams capping in dev. Kanzi topped the charts for them with his 10 caps, but uenz, flowX, U-GoD and Beastz all chipped in with 6 or more caps.

The reg season cap award goes to Sunny's ragers. In this case however, there was a stand out performance. Long known as one of the best runners in the league, SunnY did not disappoint as he amassed 18 caps in the reg season - his cap tally alone is more than 50% of teams reg cap totals. Honourable mentions should of course be made to his offence partners DevilYoua and MP5, who as well as providing excellent cover also chipped in with 9 and 7 caps respectively.

PACO's dev team amazingly conspired to only cap an average of 1 per map they played in the dev season, and paid the penalty for not using n0b as one of their starters, who would have capped at least 74.

The award for the best overall cappers actually goes to Gizmo's team, who lead by Hatchet (21 caps) capped 1 more in total (65) than raGe during the combined reg and dev season.

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These stats are simply the number of frags a team made divided by the number of caps a team made, to give a 'cap efficiency'. Obviously in general the teams with the high cap scores did better here.

The biggest visible difference though is JYBs team, who stormed to a whopping 36 caps in dev at a cap every 91.69 frags. In reg they were over 4 times less efficient, as they fragged more and capped only 8 at a mammoth 429 frags per cap.

Honourable mention goes to kud's team who had the best cap efficiency across the whole season, helped by having the worst frag total of all 16 teams.



And last but not least, did you think we could go an entire season without giving an award to GLORIOUS LEADER? PACO may not have revealed the full details behind his trade plan, but by trading away high pinging bleh and then benching Critical for Toymac, PACOs team came away with the best ping award.

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I'll conclude by giving a short summary of the performances of the 4 teams who were eliminated at the group stage.

All 4 of the teams eliminated at the first hurdle had 1-7 regular season records. Scream also had a 1-7 dev record, but incredibly they would have qualified for the playoffs had they beaten PACO's team by 1 more cap on their reg season show-down match.

It is no surprise to see the eliminated teams languishing near the bottom of the frag and cap lists, with RickJames, Scream and TimTim making up part of the bottom 5 in both. Conversely - and as if to prove that stats aren't everything - snkys team had a 1-7 record despite having the fourth highest frag count of all teams this season, and only capping one less flag than Morpheus's team.

RickJames team finished bottom of both the frag and cap charts in reg games, a fact that is hardly surprisingly considering they had $1400 worth of bleh not showing up for the entire season. Note that despite this, they had the highest points total of the eliminated teams and accumulated more points than PACO and Scream's team combined (even with a map forfeitted), so they can consider themselves slightly unfortunate to be in Division 4.

Regardless of their early exits, the community should appreciate RJ, Scream, snky and TimTim stepping up to the burden of captaining in the league. Without enough willing captains there is quite simply no league.

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Here's the infogram page where the graphs were ripped from (Thanks Chica for this and all graphics): https://e.infogr.am/ictf-iv-stats-156?src=web

Here's the tables with all the info the graphs contained. It was meant to be colour coded with Gold, Silver and Bronze and Last but I will accept that those colour names are questionable at best.







* Note that for Dev and Reg kills in the end I used an average kill per map count. This 'kill per map' count is actually the kills that the team would have got extrapolated over every map lasting 20 minutes, with an adjustment for the fact that some teams (Morpheus) had quite a lot of overtime.

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Re: Global iCTF IV - Regular Season Statistics

Postby Imperious » Thu Nov 28, 2013 4:50 pm

Few points:

1) God damn good work m8, very interesting shit

2) Now that we're in Playoffs, dev stats seem almost worthless :S

3) I can't believe I didn't realize we were within 2 caps of Sunny's team, tbh that's within statistical error. Goes to show that a few map blowouts can really skew the stats. O is easily our weakness.
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Re: Global iCTF IV - Regular Season Statistics

Postby unrealshots » Thu Nov 28, 2013 5:03 pm

damn pretty boss stats well done love to see more of these and some writeups
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Re: Global iCTF IV - Regular Season Statistics

Postby KillEmAll » Thu Nov 28, 2013 5:11 pm

Very nice Monk.
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Re: Global iCTF IV - Regular Season Statistics

Postby kE » Thu Nov 28, 2013 5:57 pm

good stuff monk!

One suggestion tho is to put more info in 1 graph. For example the size of the bar showing amount of caps like you did now, but have the color represent the amount of grabs. Or some more interesting combination ;-)

Or even go nuts and make a x/y point graph so you can already show 2 variables, with the size of the dots representing the 3rd variable. omg the stats possibilities are endless :geek: :geek: :geek:
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Re: Global iCTF IV - Regular Season Statistics

Postby kud » Thu Nov 28, 2013 8:19 pm

amazing

thanks for massaging the stats so we got a mention

congrats @paco
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Re: Global iCTF IV - Regular Season Statistics

Postby Junkyardboy » Fri Nov 29, 2013 12:05 am

SUCH GODLY AWESOME STATS....nice work monk!!!!!!!!!!!!!!!!!!
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Re: Global iCTF IV - Regular Season Statistics

Postby PACO » Fri Nov 29, 2013 12:40 am

Amazing post however your subtle jabs have tickled me immensely. Two thumbs up. Also I'm pretty sure that Team ScReaM needed two more caps.. also pretty sure that our team was boosting onto pillars and having an amazing time.
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Re: Global iCTF IV - Regular Season Statistics

Postby Finalz » Fri Nov 29, 2013 2:13 pm

Great post Monk! always a nice read.
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Re: Global iCTF IV - Regular Season Statistics

Postby Morpheus » Fri Nov 29, 2013 3:30 pm

Really good job good sir. Well appreciated.

Next goal: Accounting PACO's deaths and number of Oh My gods he produces while playing GU games and/or stream. Possibly a resemblence of the from .
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Re: Global iCTF IV - Regular Season Statistics

Postby sn3p » Fri Nov 29, 2013 4:54 pm

Wow good shit Monk, nice treat/read :)
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Re: Global iCTF IV - Regular Season Statistics

Postby kylewins » Fri Nov 29, 2013 9:07 pm

amazing stats, dialog

great stuff friend, i think the individual cap stats will be really cool to see :s
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Re: Global iCTF IV - Regular Season Statistics

Postby dR3 » Fri Nov 29, 2013 9:35 pm

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Re: Global iCTF IV - Regular Season Statistics

Postby Steel » Sat Nov 30, 2013 5:29 pm

Props to Imperious. Didn't think he had that in him.
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Re: Global iCTF IV - Regular Season Statistics

Postby Sauron » Sat Nov 30, 2013 9:54 pm

What did imperious do steel?
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Re: Global iCTF IV - Regular Season Statistics

Postby risus` » Sat Nov 30, 2013 11:04 pm

GJ Monk. Apparently steel thinks you are imperious.
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Re: Global iCTF IV - Regular Season Statistics

Postby Adventure Club » Sat Nov 30, 2013 11:35 pm

He was probably referring to
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Re: Global iCTF IV - Regular Season Statistics

Postby risus` » Sun Dec 01, 2013 12:25 am

crunk your so smart man :mrgreen:
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Re: Global iCTF IV - Regular Season Statistics

Postby Steel » Sun Dec 01, 2013 6:46 pm

Just noticed those are teams stats and not individual stats. Disregard, props revoked.
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Re: Global iCTF IV - Regular Season Statistics

Postby heavy » Sat Dec 28, 2013 11:55 am

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Re: Global iCTF IV - Regular Season Statistics

Postby Feisar » Thu Feb 13, 2014 11:30 pm

UT just went Pro! Moneyball is upon us :D
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