Author Topic: Is the rank system pro LA7, vulch & camp ?  (Read 2232 times)

Offline Zazen13

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Is the rank system pro LA7, vulch & camp ?
« Reply #15 on: August 11, 2005, 01:01:20 PM »
Quote
Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.

Landing  gives you 4 times as many points than if you died.

HiTech


Yes, I intentionally didn't interpose in my explanation any incidental inter-relationships between the basic 5 statistics categories (K/D and Points in this case). This would have complicated the broader explanation I was addressing to the original poster of the effect plane choice has on fighter rank. For the specific formulae on how each statistic is calculated see HT's help page on this topic in the help section.

In my experience, from observations and calculations, this point is almost irrelevant in that if you have a low K/D you're wasting alot less time alting, re-alting, eggressing and RTB'ing. That time is instead spent actually killing. So, while living gets you four times the points, you're killing 1/4 as many enemies per unit time. So, the actual points per unit time between someone who lands and someone who dies is about equal, so can be disregarded when making statistical comparisons. This is reflected in a somewhat redundant way by the K/T category as I explained in response to Lazer with the Shane example. A high K/D almost invariably equates to a low K/T and vice versa. A higher K/D may garner more points but the person with the higher K/T is killing more often getting equivalent points thru sheer quantity, it's a statistical wash.

The absolute only exception I have found to this rule is the career vulcher, it is possible for someone who basically ONLY vulches in a fighter to have both a high K/D and K/T. It is because of this I endeavored to become quite the marksman in an Ostwind, doing my part to restore statistical order to the universe. ;)

 I use this formula to arrive at my conclusion, apply it to a random sampling of decent fighter jocks, some with high K/D's or K/T's, in the MA and you'll see what I mean.

Total Points / Fighter Flight Hours = Points per Hour

Zazen
« Last Edit: August 11, 2005, 02:16:48 PM by Zazen13 »
Zazen PhD of Cherrypickology
Author of, "The Zen Art of Cherrypicking" and other related works.
Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline Murdr

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Re: Re: Is the rank system pro LA7, vulch & camp ?
« Reply #16 on: August 11, 2005, 01:14:51 PM »
Quote
Originally posted by Zazen13

1) K/D-The single biggest plane attribute that effects this statistic is speed, that is the ability to engage and disengage at will from virtually every other plane in the plane-set.
Im assuming you are applying this statment to the "average player"

Offline Zazen13

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Re: Re: Re: Is the rank system pro LA7, vulch & camp ?
« Reply #17 on: August 11, 2005, 01:23:56 PM »
Quote
Originally posted by Murdr
Im assuming you are applying this statment to the "average player"


Yes, I wrote this post under the highly likely assumption the top 1% of the AH community that can fight there way out of a 5 on 1 in a P40b aren't going to find anything in here they don't already know. ;)

Zazen
« Last Edit: August 11, 2005, 01:45:13 PM by Zazen13 »
Zazen PhD of Cherrypickology
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Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline Murdr

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Is the rank system pro LA7, vulch & camp ?
« Reply #18 on: August 11, 2005, 01:25:23 PM »
Cannons have a blast radius.  They can yeild points from parts adjacent to the point of impact.  The blast radius also gives it a constant value of potential damage, because the explosive energy doesnt depend on the kinetic energy from the impact.

One more factor for hit% is rate of fire.  A missed 1 second burst with .303s will hurt your percentage more that one with .50s because of the number of rounds involved.

Offline Zazen13

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Is the rank system pro LA7, vulch & camp ?
« Reply #19 on: August 11, 2005, 01:32:04 PM »
Quote
Originally posted by Murdr
Cannons have a blast radius.  They can yeild points from parts adjacent to the point of impact.  The blast radius also gives it a constant value of potential damage, because the explosive energy doesnt depend on the kinetic energy from the impact.

One more factor for hit% is rate of fire.  A missed 1 second burst with .303s will hurt your percentage more that one with .50s because of the number of rounds involved.


Rate of fire is a double edged sword with regard to hit %. With a high rate of fire when you hit you hit BIG, but when you miss you miss BIG. So, sure when you hit you're hitting with alot of rounds, but when you're missing you're also missing with alot of rounds, it tends to equal out. Slow rate of fire is the reverse, when you hit you hit SMALL, when you miss you miss SMALL. So, when you hit, yea only a few rounds hit, but when you miss only a few rounds miss, it evens out.

In actual fact I would contend that higher rate of fire may even mean a lower hit % if you fly multiple aircraft types with varying rates of fire. If you think about it a terrific marksman in AH can hit with 15% of his rounds, that means he's missing with 85% of his bullets. So, say I take up a P47N w/ 8 X 50cals and hit only 5%, it's going to take me shooting lights out in a Typhoon for a good long while to move that 5% up to 15% with the much slower rate of fire Hispanos. Or in reverse say I shot great in my Typhoon for a while and have a 20% hit with the hispanos, one bad P47N mission with 8 X 50cals and I'll be sporting a 5% real quick. Just remember a great player is missing with 85% of his rounds.

That's a good explanation for cannon rounds, I never thought of that as the reason, I just knew the phenomena existed, that makes perfect sense though. The ENY/Perk values of planes with only MG's needs to be re-evaluated  IMHO. There is still a hold-over of value from AH1 where the hit model was alot easier and the damage model less robust. Cannons are now almost required in the MA for a variety of reasons.


Zazen
« Last Edit: August 11, 2005, 02:04:02 PM by Zazen13 »
Zazen PhD of Cherrypickology
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Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline Murdr

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Is the rank system pro LA7, vulch & camp ?
« Reply #20 on: August 11, 2005, 01:47:59 PM »
That's all true, but the reason I mention it is you can affect your hit% by being selective with the guns at your disposal.  For instance if you only fired the MG's in a spit5 on 'sure' shots, and primarily used cannon for 'mabey' shots, you will have a better hit% than you would using the opposite method.

As you said you miss BIG and you hit BIG with a high rate of fire.  You can take that into consideration when choosing which trigger to pull.

Offline Zazen13

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Is the rank system pro LA7, vulch & camp ?
« Reply #21 on: August 11, 2005, 01:54:24 PM »
Quote
Originally posted by Murdr
That's all true, but the reason I mention it is you can affect your hit% by being selective with the guns at your disposal.  For instance if you only fired the MG's in a spit5 on 'sure' shots, and primarily used cannon for 'mabey' shots, you will have a better hit% than you would using the opposite method.

As you said you miss BIG and you hit BIG with a high rate of fire.  You can take that into consideration when choosing which trigger to pull.


Yup, you can definately manipulate hit % by prudent use of the gun package, especially in planes with mixed armament types.
My point was that high rate of fire in and of itself does not necessarily equate to a high hit % and low rate of fire doesn't necessarily equate to lower hit %. I contend that if a pilot flew blind without knowing his rate of fire over the long term his hit % with the same munition type would be similar whether the gun coughed out 20 shells a second or 5.

Zazen
« Last Edit: August 11, 2005, 02:06:38 PM by Zazen13 »
Zazen PhD of Cherrypickology
Author of, "The Zen Art of Cherrypicking" and other related works.
Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline hubsonfire

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Is the rank system pro LA7, vulch & camp ?
« Reply #22 on: August 11, 2005, 03:30:56 PM »
Quote
Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.

Landing  gives you 4 times as many points than if you died.

HiTech


Skore dweeb!
mook
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Offline rabbidrabbit

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Is the rank system pro LA7, vulch & camp ?
« Reply #23 on: August 11, 2005, 03:33:07 PM »
Quote
Originally posted by hitech
Zazen3: Nice evaluation but you left out 1 large item in how to raise your Points cat.

Landing  gives you 4 times as many points than if you died.

HiTech


4 times?

wasn't it .50 for dying and 1.25 for landing?  How do you get 4 times out of that?

Offline hubsonfire

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Is the rank system pro LA7, vulch & camp ?
« Reply #24 on: August 11, 2005, 04:05:10 PM »
From the Help file
Death Multipliers

  • Landed 1.0
  • Discoed .25
  • Bailed .5
  • Ditched .75
  • Captured .4
  • Killed .25
  • Crashed .25
I think landing is now 1.25, not sure about the rest.
mook
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Offline jaxxo

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Is the rank system pro LA7, vulch & camp ?
« Reply #25 on: August 11, 2005, 04:09:25 PM »
blah blah blah..scroll down...when u can kick a!@ when u need to and not worry about getting vulched or k/d and constantly look for an adrenalin laden fight no matter the circumstances you have reached ah enlightenment.  

Offline Zazen13

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Is the rank system pro LA7, vulch & camp ?
« Reply #26 on: August 11, 2005, 07:18:29 PM »
Quote
Originally posted by jaxxo
blah blah blah..scroll down...when u can kick a!@ when u need to and not worry about getting vulched or k/d and constantly look for an adrenalin laden fight no matter the circumstances you have reached ah enlightenment.  


You can do this and have a decent fighter rank without ever even looking at it or giving it a second thought. It's not like Rank and Fun are matter and anti-matter, they can and do exist in the same space and time, and the universe doesn't even implode. ;)

Zazen
Zazen PhD of Cherrypickology
Author of, "The Zen Art of Cherrypicking" and other related works.
Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline MANDO

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Re: Re: Is the rank system pro LA7, vulch & camp ?
« Reply #27 on: August 11, 2005, 09:42:06 PM »
Now that we talk about scoring factors, lets discuse their lacks.

1) Kills per Death: Fair factor.

2) Kills per Sortie: As long as you may refuel and rearm, even short-ledged planes may excel in this category. Fair factor.

3) Kills per Time: This factor ruins any long range mission: anti-buff CAP, long patrol sorties, long range scorts, etc. Does not make sense to me, and is not fair at all.

4) Hit %: Fair factor.

5) Points (Damage): It depends mainly on the time played, not a very fair factor.

Offline rod367th

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old post
« Reply #28 on: August 11, 2005, 11:31:07 PM »
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=104840&highlight=high+rank




 Some things have changed. you can no longer shoot blown up buildings.  flying at 32k plus maybe 1 guy in whole arena can shoot you down. Fester not on much. I use b24's or b17s 32k all my deaths have been to disco's except 1 when i was landing.




Fighter score make sure you in fighter or attack . I personal have all planes deflaut to attack and i have to change to go fighter mode. This stops the upping at base under attack in fighter mode which is bigger chance guys higher and out number you.  In fighter mode i go on fighter sweeps. And I try to land every sortie.



 as for gv i havn't spawned camp in awhile. with the new multi spawns it takes alot more guys to help u camp spawn.



BUT LIKE POST SAYS TRYING FOR RANK IS NOT FUN WAY TO FLY.


 I do things to help my rank but not trying to be number 1 . Just wanmt low rank so i can turn cv when friend s or guys like zazan try to land on a cv.
« Last Edit: August 11, 2005, 11:40:35 PM by rod367th »

Offline Stone

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Is the rank system pro LA7, vulch & camp ?
« Reply #29 on: August 12, 2005, 12:37:12 AM »
Well this explains why people fly the way they do in the MA.

I could not understand, what is so fun about vulching & camping.

But it is all RANK motivated. The kill / time even explains the HO'ing.

If only landed kills would count for K/D K/T K/S, and the perk earned would be used to multiply to the score, things would maybe be very different ?

Vulch and die = no effect on rank.
HO and die = no effect on rank.
Land 6 kills in a ME262 = low effect on rank as score is multiplyed with the given sortie perk points earned.
Land 2 kills in a F4F = high effect on rank as score is multiplyed with the given sortie perk points earned.