KobraRaider
OP
🛡️ x1
Jan 20, 2018 5:21 PM
Experience - Individual and League (Length and amount, ie a new player doesn't really get anything here, but players with years or decades get one or more extra points, it's not many though except for those with an insane career length and experience level) (Game is the portion that's overall game experience, it should always be higher than the other, and only counts towards individual experience, not league experience. - League is the portion for league experience and it is weighted considerably higher due to these ratings being for League play and not general play.) That said, the overall boost from this is low in and of itself. Though the Individual portion also adds a small bit to the Personal Skill portion, while the League portion adds larger portion to it. Due to this being for league.
Personal Skill (Says it in the title for the most part) This one factors in things like overall experience, league experience, Weapons (proficiency), Class(es), Survivability, Clutch kills, Clutch saves, Impact, Activity, and reliability. Reliability being things like ie If they play, how likely are they to finish the match no matter what. And consistency factors in as well.
Consistency (How consistent are their skills?) A great comparison for this as an example is Me vs Sov. Don't worry Sov, this ain't a 1v8. Sov is VERY consistent (imo), If he's playing he will be playing at "Sov" level most likely. On the other hand, we have KobraRaider (me). I am VERY inconsistent. If I'm playing it could be "Dies in seconds" me, "Kills Sov 1v8" me, or anything in between. Not only that, but "Kills Sov 1v8" is a rare happening for me atm. Whereas Sov playing at "Sov" level happens almost every time, if not every time. So there's a HUGE gap there. And that comes through in the points awarded for this category, I get none while Sov gets max.
Activity (Current, I don't go by past because we've all had periods of varying inactivity and even periods away. In the future I may include Previous Season activity in this.)
Squad (At the time of rating) I realize this one can be confusing. Counting a persons squad into their player rating? But here's the thing, squads matter. This is a squad based league, not a dueling league. And I rate players for the season, as it's a seasonal rating. So one thing I look at, is which squad are they on and how is that going to weigh in on their performance for season? ie Kevin (sorry Kdubs, need an example here) would have a lower rating from me for the season if he were on shall we say a lower tier squad? But he's not, he's on what many consider the top squad. So, taking that into account, and the fact that he is taking advance of if and racking up the kills, means he winds up with a higher rating due in part to the squad he is on. Mainly due to the factors of him primarily playing marine, and the way his k/d, assists points, etc... should form up for the season with that taken into account. Now, before ya start getting confused (if ya haven't already) that is NOT to say that Squad plays a huge part in the overall rating, it merely influences the other aspects of rating each individual players expected performance for the season.
League (Yes, I know, more confusing) One thing I'm factoring in is the size of the league this season. ie number of squads and number of players. With more squads and more players, I expect to see more competition towards the top. I also expect to see the "lower tier" squads trying very hard for playoffs. What does this mean in relation to player ratings? It means people will be trying harder. More people will be giving their best each match. Pushing their rating for the season up.
Classes (Primary weighted higher, with others adding in) Pretty self explanatory. Tougher to quantify for those that constantly switch classes and those that play both Killing classes and Medic (like myself, as needed). This heavily influences the Personal skill sub-rating.
Killing classes (Primarily weighted to K/D but also adjusted some by assists, and other skills such as protecting meds and injured teammates) A great example on this one is Assassin (Sorry Ass, had to pick one), I rated him at 84. Due to other factors, that rating would have been a little lower (mainly due to current activity/rust). The reason it settled at 84 is partially due to how well he protects meds and injured rines. He got a slight bump from that.
Medic (Primarily heal numbers, but also clutch heals, energy management, survivabilty, and lethality factor in) This should be explained enough already, if not let me know.
Weapons (Bonuses for weapon proficiency. With a look at each weapon type. ie most receive no bonus for shotgun, sorry ya'll, but seriously?) Ok, some words on this to try and explain. For each player I look at how good they are with each weapon type, then factor those in to an overall weapons proficiency score which then factors into the overall player rating and influences the Personal Skill sub-rating. Some quick examples, CC rates good with knife, PDW, and nades. I rate poorly with most weapons (It's true, I suck. Can't hit a wall with a law since I started using a 40inch tv as my monitor, it's a range thing. And by knife skills are virtually nonexistent.)
Impact (This is a slight bonus applied to ratings, reserved for players that have the ability to impact matches. With no bonus for average or below average impact players, 1 point for sporadic impact plays, 2 points for game winning impact plays, and 3 points for those rare birds that should be giving game winning impact plays every match. This applies to both Killing and Med classes.)
Positioning (Exactly what it sounds like) This one for the purposes of my recent ratings didn't change most players rating at all. Although I did subtract 1-3 points for those with the worse positioning and added 1-3 points for those with the best positioning.
Vision (Now this might need some explanation). This is how well a player keeps vision for his/her team. By that I mean when the team is in position, are they keeping vision where they need to be? ie if their team is set up at location A with 3 entrances, and the rest of the team is set up with vision on entrance 1, do they turn to keep vision on entrance 2 and 3? Or do they keep vision in the same direction as everyone else, leaving their team to get flanked. Also, while moving, do they do "vision checks" at chokes as well as towards the flanks and rear from time to time. To make sure they aren't being chased or flanked while moving. This figure also influences the Player Skill sub-rating.
I realize that some people might disagree with my take on one or more of these categories. And that some people may also think I give too much or too little import to a single category, but most of the additions and subtractions from each category are small in and of themselves. It's the overall combination that equates to the overall score. Also, I realize that some people may not like any part of my system, I actually don't have a problem with that. I was just astounded at the negative responses when literally nobody had even asked me how I came to the ratings that I did.
I hope that explains at least what I looked at when doing the ratings, and answered at least some questions. And addressed at least some uncertainty. I tried to keep it simple and in layman's terms so that there wouldn't be any confusion. If anyone needs me to reword or explain anything in a better/different way, feel free to let me know. And if anyone wants even MORE detailed info (Kdubs?), dadgum. Let me know and I'll get to it when I can. I just spent like 3 hours typing this up, ya sadists.
The author of this wall of text is not responsible for typos. It's a wall of text.