Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Lusche on September 05, 2012, 11:28:44 AM
-
Good old Lusche was getting curious again, and here are the results of that curiosity:
Where did we fly in tour 151, on which terrains did we spend out times on the most?
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/25031710.jpg)
Some terrains have been up twice in this extraordinary long tour. Here the detailed breakdown:
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/e6a2007c.jpg)
And this is the approximate time at which the terrains had been reset (CDT)
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/a7501bc6.jpg)
Now for the question which started this whole analysis: Which terrain is seeing the most GV combat? This chart shows the tank usage (kill+death) share of total usage by terrain:
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/080d4fbf.jpg)
I was a bit surprised by seeing the notoriously GV-unfriendly Mindanao and Baltic still not that far away from the average. I would have expected much lower numbers.
And finally (on this topic): The use of Naval fighters - I was wondering how much naval fighters are getting used from land bases. We have two non-CV terrains in rotation, mesaview and beta2:
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/66a415dd.jpg)
Number shown is the usage in % of all fighter usage.
So much for Part I. Part II will be coming shortly, taking a look at the stats of the Me 410 and Ju-87G :old:
-
:aok
-
Neat stats.
I'm curious: what is it about the design of Trinity and Ozkansas that make them so hard to reset compared to Tagma and Compello (all large maps)?
-
Neat stats.
I'm curious: what is it about the design of Trinity and Ozkansas that make them so hard to reset compared to Tagma and Compello (all large maps)?
I may point out that these are just the results of a single tour. I have tracked map rotation and uptime before and for Tagma, Compello and Ozkansas the uptimes are varying. If you look at it over the course of several tours, the differences between those three are much smaller.
However, Trinity is an entirely different matter, and the reason for that are mainly the 30,000 ft mountains. Generally a side has only a certain frame of time in which it can keep up an offensive, and it has to do so against two countries, most often one after the other. A lot of time & energy is spent to get past the mountains and get a foothold on the enemy country. Once that happened and you have enough territory of enemy A, it's difficult to do the same vs enemy B. It's easy for the steam to run out beofre reset conditions are met. Players may even be unwilling to leave the single 'fight' they have to go to a front still in initial position with long flights expecting them - this increases the tendency of ganging a single country.
That's why Trinity is generally the terrain that is being won most rarely and up for the longest time.
-
Very interesting data Lusche! Is there a connection between map size and longevity of use? I can't recall the size of Ozkansas but it seems to be closer to the mean time (average map longevity) that all maps could aspire to. I'd be willing to bet there is a link to map longevity and player happiness. The longer a map is in play the higher the chance of players to get bored with it and vice versa for the short maps. If players like it they are upset that it doesn't stay around enough. The tough part there is how do you measure player happiness....
Thanks for the data collection!
-Climber
-
Wow, nice charts snail :aok
-
As always, Lusche I find myself fascinated. My sincere thanks. <S>
Best regards, Odd
-
excellent post.
trinity monopolizing the up time of all terrains in rotation is bad for the game.
it can be a good map if a side breaks out and gets into the closer clusters of bases behind the front lines that will keep a big fight going... but ussually all sides are stuck at their starting positions or pushed back to their starting positions.
also 30k mountains next to sea level bases make me angry as their realism is nonexistant.
-
Is the order they are in on the graph the order they rotate in the game? If not i there a map list of the rotation anywhere?
-
Is the order they are in on the graph the order they rotate in the game?
Yes.
-
Glad you can do this kinda stuff...
:bhead <--- What I look like while trying to crunch numbers
-
:bhead <--- What I look like while trying to crunch numbers
I look the same :uhoh
-
Part II: The new planes
Ju 87G and Me 410 have now done their first full tours, the excitement is gone and daily routine and business as usual kicked in.
Let's do the Me 410 first.
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/8096e3aa.jpg)
This is showing the usage of the Me 410 as a share of all fighter usage (as always, usage= kills+deaths). The further the tour was progressing, the more the usage up to that point was shrinking. It's obvious that players did abandon the new 'fighter' in droves, but that is not an unknown phenomeneom, few planes being added in the past few years were able to hold a high level of utilization.
But how was the 410 used - what did it kill?
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/f4a3c89b.jpg)
And of course, how well did it in that roles?
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/8ce903aa.jpg)
It's obvious again: The Me 410 is a good bomber killer, but beware if the bombers are escorted by any fighter more capable than a B5N... :uhoh
But now to the Ju-87G, which is a totally different case. Remember the big "Hangar Queen" laments one month ago? "Nobody gonna use it?"
Well, it seems the pessimism wasn't totally justified. Here is a relative comparison about the usage of the three Tank Busters of Aces High in tour 151:
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/1bd4ce02.jpg)
It seems that at the first weekend of tour 151 there was another rush to try out the 87G, but after that the usage turned out to be remarkably stable - and much higher than some have suspected.
Were there any differences in what those three busters were actually killing? Given the big differences in gun and plane performance, one might suspect that. Here are the numbers:
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/5fa4da44.jpg)
(http://i1145.photobucket.com/albums/o507/Snaildude/tour%20151%20stats/40a5f236.jpg)
No surprise - the Il-2 with it's quick firing gun and generous ammo supply is doing significantly better vs light vehicles, which are mostly m3's.
-
That is very cool Lusche!
The IL2 has a better K/D against all GV. Much more than its killing ability, I believe that this is thanks to its survivability. They are really diffcult to bring down, unless one uses very large calibre cannons. Last one I saw, I raked with the Mossie's 4*20mm, zoomed over it and rolled inverted expecting to watch it crash - to my surprise it kept on going with all pieces still attached. Even most bombers will not survive such a volley from a mosquito. Hurri D's and Ju87s on the other hand...
It is difficult to read from the plots, but is the 410 the second GV killer after the IL2? It's GV K/D looks better than the Hurri D and 87. We all know that the real GV killer is a 1k alt lancs formation and the second is A20, both bombing from F3 view.
-
It is difficult to read from the plots, but is the 410 the second GV killer after the IL2? It's GV K/D looks better than the Hurri D and 87. We all know that the real GV killer is a 1k alt lancs formation and the second is A20, both bombing from F3 view.
No, it is not, and the IL-2 isn't even #1:
Aerial GV Killers Tour 151
1. A-20G 3,932 kills
2. P-51D 2,364 kills
3. Il-2 2,099 kills
...
6. Lancaster 1,475 kills
...
11. Ju-87G 1,056 kills
...
18. Me 410 581 kills
...
38. Hurri D 208 kills
-
Yep. Your data supports my opinion as well that the "new" of any newly introduced craft wears off very quickly after people get the idea of what its limitations are after only seeing its strengths prior to introduction.
Seen it a lot since I first subscribed in '04.
-
moin
thats normal, because the most famous aircrafts are already in game and thay will be used most, no other new aircraft will change this.
the problem of the 410 is that she is realy spezial you realy need to knew how to use it right and you don t have the space to made failures.
thats why most people get away fast from it. the learning prozes takes to long and there are more easyer planes to fly.
i think in a few month when only real 410 lovers fly this aircraft the stats will lock a bit better than now, and the comparasion about the B5N is a lidel bit Hard, my 410 isn t so bad if a nik is there the 410 will do well ;-).
cu christian
-
:huh :huh :huh :huh I want some Pie now... :old: :old: :old: :old: :old: :old:
-
Interesting!
Imop; Mindanao,Uterus, Small Isles and Baltic are the best fun maps for the present MA population ranging from 100 yo 450 players/24 hours cicle. Small front line players concentrated good fights for low or higher #, and also fun shorter trip for HQ/strats raids. I would like to see the reset % increased to 40% for this small maps.
-
In a three team event?
-
In a three team event?
Yep,because large maps with 200-300 bases for MA average population is nonsense; poor quality gamming and this maps stalled for weeks is even worst. Maybe 10% reset for large maps and 35-40% for small ones would better blend different players preferences. Anyway , this is just my opinion ,but i would like to see all large maps removed from rotation; What for more bases than players? :headscratch:
-
what ever happened to mmesa or midmesa
they were both waterless maps (maybe even the same map).. mesaview is the pinkish colored one isnt it?
-
ghi is spot on with the small maps win the war %'s
however I do recall the rotation being stuck on small maps for quite awhile and people saying the very same thing about that. (forced into actual combat) :uhoh
-
however I do recall the rotation being stuck on small maps for quite awhile and people saying the very same thing about that. (forced into actual combat) :uhoh
That was in the transitional time when we were using this odd peak-offpeak arena system - the offpeak arena featured only small maps, which made sens considering the population being between 40 and ~200 players at that time.
I think there is no need to change the large map % requirement with only Trinity being the only almost non-resettable map. But we rarely see small maps being up for more than 24 hours, the sortest time until reset was 4.5 in last tour. I would not object to an increase of the small map capture % requirement, or we could add minimum uptime if we hadn't the map for, say 20 hours, it resets to the same map.
I'm not eager to see the big maps removed (yet), as they often offer gameplay options that hardly exist on small maps.
-
I'm not eager to see the big maps removed (yet), as they often offer gameplay options that hardly exist on small maps.
+1 :aok :rock
-
moin
maybe we should go back to the very old reset seting for small maps, were one country need to be down to 3 bases and the country with the most bases win. I remember that old days the fights were very hard i liked it.
or we should try a new system that oly 3 bases are important to take, would be interestening for trinity and would over alot of new play dynamics.
cu christian
-
maybe we should go back to the very old reset seting for small maps, were one country need to be down to 3 bases and the country with the most bases win. I remember that old days the fights were very hard i liked it.
it wasn't fair because 2 countries ended up ganging the other most of the time, but the action was brutal :aok
-
it wasn't fair because 2 countries ended up ganging the other most of the time, but the action was brutal :aok
Knights. Always the Knights.
As compenstion they only paid around 100 in perks per 262 during this time.
-
OZ Kansas is full of carriers. Forget about the carrriers and you won't hold what you grab.
-
Another tidbit of info: In tour 151 the reconnect feature was finally enabled and a big success: The rate of disco's per played hour went down to about one third of it's original value :banana: