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Team Fortress 2 Stats Confirm Every Suspicion

Valve has released another round of stats, this one concerning all that Team Fortress 2 playing we've been doing. They have things broken out along a couple of different metrics, including lifespan, kills, assists, captures, and even just damage dealt. As Rock, Paper, Shotgun's commentary notes, the stats confirm every suspicion you've had about your fellow players. "Yes, there are more rushy-bastard Scouts than any other class. Yes, campy-bastard Snipers earn the most points. Yes, hitpointy-bastard Heavies get the most kills. Yes, hidey-bastard Engineers live longest. And so on. What's slightly odder is the breakdown of which side wins most frequently on each map. BLU has the edge in every killing field except Dustbowl and Gravelpit. Why? How? I thought we were all the same! Damn you for not being neater, demographics." We previously discussed Valve's stats release on Half-Life 2: Episode 2 .

4 of 110 comments (clear)

  1. Blue more likely to win by ThePlague · · Score: 5, Insightful

    It doesn't surprise me that Blue wins more consistently than red. Red stands out more on most maps, thus giving the blue opponents a slight edge in spotting the enemy. You definitely see this same thing at play in Halo, and I would suspect it may be even more prevalent there due to the brightness of the colors.

  2. Re:Hilarious by ErMaC · · Score: 4, Insightful

    Something to remember about the 2fort death map...

    The big red hot spot has 3 levels of height in play: there's the area right outside the spawn, the area below it just before the ramp room, and the area with health in the sewer pathway. All three occupy the same x,y coordinates on the map. I think this contributes to the heat of that particular spot. Would be interesting to see a vertical cross-section of that one area.

    --
    "I want to get more into theory, because everything works in theory." -John Cash
  3. Rebalance Dustbowl? by RichPowers · · Score: 3, Insightful

    According to the stats, Red successfully defends Dustbowl some 71% of the time. While I expect the defenders to win slightly more than the attackers, this percentage indicates that's something wrong with the map balance. Dustbowl is also ranked fourth based on time played (ahead of Well and Granary). This might not have anything to do with Red's skewed win/loss ratio, but it's worth pointing out.

    (I've been playing Dustbowl since 2000 and it's the only reason I give a damn about TF, in case you're wondering.)

    A mediocre Red team still has a decent chance of winning; a mediocre Blu team doesn't. Furthermore, a good player can still have fun on Red even if his teammates are idiots. Not so on Blu, where the entire team must work together to gain ground. Try advancing through the "death corridor" on stage 3 as your four offense engies refuse to switch to a more useful class or move their gear up. (As a side note, I've noticed that as more Blu players switch to engineer, the odds of Blu losing increase exponentially.)

    To be sure, I've played some fantastic rounds on team Blu, but I often find myself server hopping to avoid wasting my time as an attacker doomed to defeat (hey, I don't have much gaming time these days and I'm not going to squander it getting raped.)

    This trend is the reverse of what I saw in TFC: Blue would win the majority of matches thanks to skilled players pipe/nade jumping the flag into the cap, bypassing the entire defending team. In TF2, one player can't jump across half the map and save the day. In other words, there's a greater emphasis on teamwork.

    One of my suggestions: redesign the first capture point on stage 3. Maybe narrow the bunker to give Blu a wider area to navigate and reduce the potency of Red demos. Any other Dbowl players think the map needs tweaking to even the odds, or is this simply due to offense requiring more coordinated teamwork, something in scarce supply on pub servers?

    1. Re:Rebalance Dustbowl? by ErMaC · · Score: 5, Insightful

      I play almost exclusively on 24/7 dustbowl servers, and I actually think the map is properly balanced. The problem comes from yes, you need more teamwork on offense and on public servers this is generally in short supply. However, I will say that "more teamwork" can come down to just 2 people, a medic and a demoman. You complain about those two parts in dustbowl pt3 being impossible to break. No matter how great the defense, it's pretty easy to just pick it apart completely with an uber demo. I've popped 4 sentries in a single uber in the first cap point in part 3, and then my whole team just rushes past and destroys the remaining defense. It just takes slightly better planning and communication.

      I think the other problem is stupid instant-respawn servers. These totally unbalance the map in favor of red. I no longer play on any server like that, regardless of map, but it pretty severely impacts the two pure attack/defend maps, gravelpit and dustbowl, and I think this is reflected in the stats since those are the only two maps skewed in Red's favor.

      Yes, I know it sucks to sit there for 15 seconds waiting to respawn when you're defending. But guess what? The other team has to travel the whole map to get to the cap point, whereas you spawn there. Instaspawn breaks the map.

      --
      "I want to get more into theory, because everything works in theory." -John Cash