Giter Site home page Giter Site logo

fafanalysis's People

Contributors

yaniv-aknin avatar

Stargazers

 avatar

Watchers

 avatar  avatar

fafanalysis's Issues

Time to upgrade to T2 factory

Perhaps part of the scatter plot matrix too: When the first T2 factory upgrade command is issued? (or the first t2 unit is produced?)

ACU upgrade selected per rating

I think this could be another one for the scatter plot matrix, either the time from the start of the game to the first ACU upgrade, the # of acu upgrades, the nr of supporting units?

win rate of first team building a nuke VS numbers of players in the game

my idea is that nukes both get progressively stronger the more players you have on a map since the cost for defense increases and you can always use them. At the same time, the more player the less decisive a strike is proportionally to the amount of stuff on the map. So i wonder what story the data will tell.

Army mix per tier for high level players vs low level players

I think if we want to understand what makes someone a better FAF player, one of thing things we can look at is the ratio of tanks/artillery etc. on their army mix.

I think it's worthwhile making rating categories. For example, compare 2000+ rated players vs. 1000-1500 and 1500-2000 rated players etc. (may have to slide the brackets a bit to get a clear cut-off).
To prevent it from becoming messy, we can just use army unit category: engineer/scout/tank/arti, for T2: Tank, ranged, amphibious, AA, utility (shield, flak) etc.

Effect of early death in full-share teamgames

I've posted this as a comment on your youtube video as well, but copied here to submit as issue.

Here's a question I'd love to see answered: In 4v4 games with equal teams and full share enabled, how big is the impact of one player dieing and thereby donating his eco to the highest teammate?

My hypothesis is that one player dying early on in the game might give the highest player such an advantage with double eco, that the game is basically lost for the opposite team which scored the kill.

I expect this to be dependent on rating though, and likely the time of death as well. Nonetheless, can we say that in games with at least a 1250 average rating, where game balance is 90% or over, with a intra-team spread rating between 200 and, say, 500 points, an early death of a lower rated teammember provides a game-winning benefit to the team?

Higher tier mex: building vs upgrading

How often do higher rated players upgrade their mexes vs building newer high-tier mexes (either replacing T2 for T3 mexes with lots of build power as is often done in gap matches (it's slightly more mass efficient?), or building new T2 or T3 mexes on an expansion, vs quickly building the low tier mexes and then upgrading them (gain mass quicker, but it takes time to upgrade them?).

Perhaps related: how often are buildings rebuilt over existing wrecks? (probably hard to figure out from the data).

Can you get the Data for COOP Campaigns

Would be interesting to see DATA on the coop side of things for FAF on max difficulty. DATA sets I would like to see too:
-How many attempts per mission with win to loss ratio based on skill level. (If possible)
-Most played missions with skill level. (If possible)
-Time to completion with a win with skill level. (If possible)
-Missions with most failures and the one with the most wins. (If possible)
-APM used
-Reclaim
-Defensive structures built
-Game enders such as nukes, experimentals, and Artillery built. (If possible)
-RAS Support Commanders built. (If possible)
-Mass overflow over time to see how mass is used (If possible)
-Units lost with Units destroyed Ratio per skill level.

I can not remember anything else on the top of my head atm but it would be cool to see a lot data sets to see how players behave in a Coop setting. Its something that I see the least DATA on.

Nr of assist commands per rating

Another good one perhaps, how often do players assist their factories with engineers ? Assist other engineers? assist their ACU?

Effectiveness of Radar, Subs, Novax, and Harms

Radar and Subs are incredibly controversial units in FAF. There are 1500 rating players who swear you should never make radar and some 1500s who say you should always make radar. I had one guy tell me once that the reason I lost was because I made radar.

Subs are also controversial for the same reason. Some people say you should never make subs. Some say you should always make subs. These debates get pretty heated.

Novax and Harms are even more controversial for obvious reasons.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.