Re: Red Alert Global League: Season 16 - Standings and Statistics
Re: Red Alert Global League: Season 16 - Standings and Statistics
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Standings and Statistics
Here are the final tables from https://ragl.org/ with head-to-head results and strikes taken into account. In Masters this made a difference putting Fazzz above inno since inno received a couple of strikes during the group stage. Mo and anjew split their set 1-1 and neither received a strike, so they finished joint seventh.
In Minions then milkman, Sigil and TTTPPP all tied their matches 1-1 and none of them received strikes, resulting in a three-way tie for second place. Meanwhile fiwo beat Tailix 2-0, resulting in him finishing one place ahead.
For full details about the season or any other then check out https://tttppp.github.io/ragl/standings.html?season=16
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
The statistics from Season 15 are available here: viewtopic.php?f=85&t=21837
Faction Win Rates
Buildings/Units Queued
Per Player Builds
Builds that were used at least 3 times by the given player. Factions are E, F, G, R and U for nation pick, A and S for Allies/Soviets and ? for Random.
Per Map Builds
Maps ordered by popularity and builds orders that were used at least 10 times per map.
Overall Popular Build Orders
These are build states that were hit over 100 times. For example players went either PP,Rf,Rx or PP,Rx,Rf 385 times.
Faction v Faction
Faction Win Rates
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Faction Win Rate From Any From Random A/S Picked Win Rate
England 42/ 83 51% 29/ 40 72% 1/ 6 17% 12/ 37 32%
France 30/ 59 51% 18/ 29 62% 2/ 4 50% 10/ 26 38%
Germany 33/ 61 54% 19/ 35 54% 6/ 9 67% 8/ 17 47%
Allies 105/203 52% 66/104 63% 9/ 19 47% 30/ 80 38%
Russia 39/ 88 44% 28/ 59 47% 9/ 24 38% 2/ 5 40%
Ukraine 67/131 51% 33/ 62 53% 8/ 21 38% 26/ 48 54%
Soviet 106/219 48% 61/121 50% 17/ 45 38% 28/ 53 53%
Total 211/422 50% 127/225 56% 26/ 64 41% 58/133 44%
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~~~ Buildings ~~~
Refinery: 3000 (421 builds (100%), 50% wins)
Power Plant: 2561 (422 builds (100%), 50% wins)
Barracks: 2452 (421 builds (100%), 50% wins)
Advanced Power Plant: 744 (229 builds (54%), 58% wins)
War Factory: 727 (413 builds (98%), 51% wins)
Service Depot: 466 (397 builds (94%), 50% wins)
Radar Dome: 322 (288 builds (68%), 54% wins)
Helipad: 257 (113 builds (27%), 56% wins)
Airfield: 174 (107 builds (25%), 55% wins)
Tech Centre: 164 (137 builds (32%), 65% wins)
Kennel: 35 (35 builds (8%), 49% wins)
Sub Pen: 14 (9 builds (2%), 44% wins)
Naval Yard: 8 (8 builds (2%), 88% wins)
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~~~ Defences ~~~
Pillbox: 3456 (197 builds (47%), 51% wins)
Flame Tower: 3388 (210 builds (50%), 50% wins)
Teslacoil: 323 (131 builds (31%), 56% wins)
Turret: 306 (110 builds (26%), 61% wins)
AA Gun: 238 (56 builds (13%), 52% wins)
Camo Pillbox: 95 (9 builds (2%), 44% wins)
SAM Site: 66 (30 builds (7%), 50% wins)
Iron Curtain: 46 (36 builds (9%), 64% wins)
Concrete Wall: 35 (6 builds (1%), 67% wins)
Missile Silo: 27 (22 builds (5%), 73% wins)
Fake Power Plant: 18 (11 builds (3%), 55% wins)
Fake Barracks: 7 (7 builds (2%), 43% wins)
Chronosphere: 7 (7 builds (2%), 86% wins)
Fence: 6 (2 builds (0%), 0% wins)
Silo: 5 (2 builds (0%), 50% wins)
Fake Tech Center: 4 (3 builds (1%), 100% wins)
Fake Advance Power: 4 (4 builds (1%), 75% wins)
Fake Radar Dome: 3 (3 builds (1%), 67% wins)
Fake Missile Silo: 2 (2 builds (0%), 100% wins)
Fake War Factory: 1 (1 builds (0%), 100% wins)
Fake Conyard: 1 (1 builds (0%), 100% wins)
Gap Generator: 1 (1 builds (0%), 0% wins)
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~~~ Infantry ~~~
Rifle: 84404 (422 builds (100%), 50% wins)
Rocket: 34923 (418 builds (99%), 50% wins)
Flamer: 2103 (106 builds (25%), 59% wins)
Medic: 843 (159 builds (38%), 55% wins)
Shockie: 820 (14 builds (3%), 64% wins)
Engineer: 517 (404 builds (96%), 51% wins)
Mechanic: 299 (64 builds (15%), 55% wins)
Gren: 176 (40 builds (9%), 50% wins)
Tanya: 129 (54 builds (13%), 63% wins)
Dog: 57 (38 builds (9%), 50% wins)
Spy: 30 (12 builds (3%), 75% wins)
Thief: 27 (13 builds (3%), 54% wins)
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~~~ Vehicles ~~~
Heavy Tank: 8279 (195 builds (46%), 48% wins)
Medium Tank: 8225 (191 builds (45%), 51% wins)
Light Tank: 971 (123 builds (29%), 50% wins)
Harvester: 918 (386 builds (91%), 50% wins)
APC: 637 (109 builds (26%), 50% wins)
Arti: 627 (115 builds (27%), 59% wins)
Mammoth Tank: 614 (35 builds (8%), 69% wins)
Flak: 503 (132 builds (31%), 51% wins)
MCV: 500 (370 builds (88%), 50% wins)
V2: 386 (91 builds (22%), 56% wins)
Tesla Tank: 151 (7 builds (2%), 71% wins)
Ranger: 133 (124 builds (29%), 47% wins)
Phase Transport: 75 (9 builds (2%), 67% wins)
Radar Jammer: 64 (26 builds (6%), 73% wins)
Demo: 30 (16 builds (4%), 38% wins)
Chrono Tank: 23 (7 builds (2%), 43% wins)
Minelayer: 7 (6 builds (1%), 83% wins)
Mad Tank: 2 (1 builds (0%), 100% wins)
Mobile Gap Generator: 2 (2 builds (0%), 50% wins)
Supply Truck: 1 (1 builds (0%), 0% wins)
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~~~ Air ~~~
Blackhawk: 1970 (106 builds (25%), 58% wins)
Yak: 1407 (100 builds (24%), 57% wins)
Longbow: 167 (25 builds (6%), 68% wins)
Mig: 58 (17 builds (4%), 88% wins)
Chinook: 2 (2 builds (0%), 100% wins)
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~~~ Naval ~~~
Submarine: 60 (6 builds (1%), 50% wins)
Naval Transport: 21 (16 builds (4%), 69% wins)
Destroyer: 17 (3 builds (1%), 100% wins)
Missile Sub: 16 (3 builds (1%), 100% wins)
Gunboat: 9 (3 builds (1%), 67% wins)
Builds that were used at least 3 times by the given player. Factions are E, F, G, R and U for nation pick, A and S for Allies/Soviets and ? for Random.
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=== BigHALK (Played 20 game(s), Win Rate 80%, Factions ?:100%) ===
3 [PP][Rx][Rf][PP][Rf][WF][Rf][SD][Rx][PP][Rx][PP][Rf][Rf][Rx][PP][Rx]
3 .. .. .. [Rf][PP][WF][Rf][SD][Rx][PP][Rx][PP][Rf][Rf][Rx][PP][Rx][Rx][RD][PP][Rx][Rf][PP]
=== Blackened (Played 27 game(s), Win Rate 74%, Factions ?:100%) ===
3 [PP][Ke][Rx][Rf][Rf][WF][PP]
3 .. [Rx][Rf][Ke][Rf][PP]
3 .. .. .. [Rf][PP][WF][Rf]
3 .. .. .. .. [Rf][PP][WF]
3 .. .. .. .. [WF][PP][Rf][SD]
=== Duke Bones (Played 18 game(s), Win Rate 6%, Factions ?:50%,R:22%,A:11%,F:6%,S:6%,U:6%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][PP][Rf][Rx]
3 .. .. .. .. .. .. .. .. .. .. .. [Rf][PP]
=== Ekanim (Played 18 game(s), Win Rate 50%, Factions ?:100%) ===
3 [PP][Rx][Rf][Ke][Rf][PP][WF][Rf][SD][Rx][PP][Rx]
3 .. .. .. [Rf][PP][WF][Rf][SD][RD]
3 .. .. .. .. .. .. .. .. [Rx][PP][Rx][Rx][Rf][PP][Rf][PP]
=== Fazzz (Played 25 game(s), Win Rate 84%, Factions ?:92%,E:4%,A:4%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rf][Rf][Rx][PP][Rx]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][PP][PP][Rx][Rx]
3 .. .. .. .. .. .. .. .. .. .. [Rx][Rf]
=== Gregory_Mhf (Played 7 game(s), Win Rate 43%, Factions F:100%) ===
4 [PP][Rf][Rf][Rx][WF][PP][Rf]
=== Mo (Played 20 game(s), Win Rate 30%, Factions S:50%,A:45%,?:5%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rf][PP][Rx][Rf][PP][Rx][Rf][RD]
5 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [RD]
3 .. .. .. .. .. .. .. [SD][PP][Rx][Rf][PP][Rx][Rf][RD][AP]
=== Nilhall (Played 20 game(s), Win Rate 45%, Factions S:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
4 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx]
=== Sigil (Played 21 game(s), Win Rate 76%, Factions U:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx]
5 .. .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
3 .. .. .. [WF][PP][Rf][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
=== Sudothinker (Played 19 game(s), Win Rate 21%, Factions E:89%,A:5%,?:5%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][RD]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][Rf][PP][RD]
5 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][Rf]
=== TTTPPP (Played 20 game(s), Win Rate 75%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][PP]
6 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP][RD]
=== Tailix Killa Mentor (Played 18 game(s), Win Rate 44%, Factions E:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rf][Rx]
3 .. .. .. .. [WF][PP][Rf][SD][PP]
3 .. .. .. .. .. .. .. .. [Rf][PP]
=== Upps (Played 18 game(s), Win Rate 39%, Factions F:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rx][Rf][PP][Rx]
3 .. .. .. .. [WF][PP][Rf][Rx][SD][Rx][PP][Rx][Rf]
=== anjew (Played 19 game(s), Win Rate 37%, Factions U:100%) ===
3 [PP][Rx][Rf][PP][Rf][WF][Rf][SD][PP][Rx][Rx][Rx]
4 .. .. .. [Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][Rf][Rx]
3 .. .. .. .. .. .. .. .. .. .. .. .. [Rx]
=== bete (Played 20 game(s), Win Rate 25%, Factions ?:95%,R:5%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
3 .. .. .. .. .. .. .. .. .. .. .. .. [Rf][PP][Rx]
3 .. .. .. .. [Rf][PP][WF][Rf]
3 .. .. .. .. [WF][PP][Rf]
=== fiwo (Played 18 game(s), Win Rate 44%, Factions G:94%,?:6%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rf][PP]
4 .. .. .. .. .. .. .. .. .. .. [Rx][Rf][PP][Rx]
=== goldie (Played 18 game(s), Win Rate 39%, Factions S:67%,?:33%) ===
5 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][Rf][PP]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. [Rf][PP][Rx]
=== inno (Played 26 game(s), Win Rate 69%, Factions ?:96%,S:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][Rx]
6 .. .. .. .. .. .. .. [SD]
4 .. .. .. [WF][PP][Rf][SD][WF][PP][Rx][Rf]
=== maceman (Played 28 game(s), Win Rate 54%, Factions ?:79%,U:18%,A:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rf][PP]
3 .. .. .. .. .. .. .. .. [SD]
3 .. .. .. .. .. .. .. [Rx]
4 .. .. .. .. .. .. .. [SD][Rx][PP][Rx][Rf][Rx][Rx][Rx][PP]
=== milkman (Played 18 game(s), Win Rate 72%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP][Rf]
3 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][Rx][PP]
4 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. [RD][AP]
=== not happy (Played 5 game(s), Win Rate 60%, Factions A:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][Rf][PP][Rx][Rx][RD][HP]
=== sliceoflife (Played 19 game(s), Win Rate 0%, Factions ?:79%,U:11%,S:5%,E:5%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][PP][SD][Rf]
5 .. .. .. .. .. .. .. [SD][PP][Rx][Rx][Rf][PP]
Maps ordered by popularity and builds orders that were used at least 10 times per map.
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### malevolence [RAGL-16] (Picked 31 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
10 .. .. .. .. [WF][PP][Rf]
### Elevation [RAGL-16] (Picked 28 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
10 .. .. .. .. .. .. .. .. [Rx][PP][Rx]
### Darker Woods [RAGL-16] (Picked 23 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
### Champion [RAGL-16] (Picked 21 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
### Bloody Winter [RAGL-16] (Picked 19 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx]
### Styx [RAGL-16] (Picked 17 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
### Messened [RAGL-16] (Picked 17 time(s)) ###
16 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
### Mini Asymmetric Battle [RAGL-16] (Picked 15 time(s)) ###
13 [PP][Rx][Rf][Rf][PP][WF][Rf]
### Island Fight [RAGL-16] (Picked 14 time(s)) ###
16 [PP][Rx][Rf][Rf][PP][WF][Rf]
### Slight Miscalculation [RAGL-16] (Picked 10 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
### Enhanced Snakes and Ladders [RAGL-16] (Picked 8 time(s)) ###
11 [PP][Rx][Rf][Rf][PP]
### Deadly Dunes [RAGL-16] (Picked 8 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf]
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--- Overall (Total 422 game(s)) ---
20 [PP][Rx][Ke]
22 .. .. [Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx]
30 .. .. .. .. .. .. .. [SD][PP][Rx][Rf]
21 .. .. .. .. .. .. .. .. .. .. [Rx][Rf][PP][Rx][Rf]
20 .. .. .. .. .. .. .. .. .. .. .. .. .. .. [Rx][Rf][PP]
20 .. .. .. .. .. .. .. .. [Rx][PP][Rx][Rx][Rf]
23 .. .. .. .. [WF][PP][Rf]
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420 1[PP]
405 1[PP]1[Rx]
385 1[PP]1[Rf]1[Rx]
350 1[PP]1[Rx]2[Rf]
342 1[Rx]1[WF]2[PP]2[Rf]
326 1[Rx]1[WF]2[PP]3[Rf]
309 1[Rx]2[PP]2[Rf]
249 1[SD]1[WF]2[Rx]3[PP]3[Rf]
235 1[Rx]1[SD]1[WF]2[PP]3[Rf]
205 1[SD]1[WF]3[PP]3[Rf]3[Rx]
177 1[Rx]1[SD]1[WF]3[PP]3[Rf]
142 1[SD]1[WF]3[PP]3[Rx]4[Rf]
138 1[SD]1[WF]3[Rx]4[PP]4[Rf]
120 1[SD]1[WF]4[PP]4[Rf]4[Rx]
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Name | Allies vs A | Allies vs S | Soviet vs A | Soviet vs S
-----------------+--------------+--------------+--------------+--------------
BigHALK | 5/ 5 (100%) | 2/ 2 (100%) | 5/ 6 ( 83%) | 4/ 7 ( 57%)
Blackened | 4/ 6 ( 67%) | 6/ 7 ( 86%) | 3/ 4 ( 75%) | 7/10 ( 70%)
Duke Bones | 0/ 4 ( 0%) | 0/ 4 ( 0%) | 0/ 5 ( 0%) | 1/ 5 ( 20%)
Ekanim | 2/ 2 (100%) | 2/ 5 ( 40%) | 3/ 6 ( 50%) | 2/ 5 ( 40%)
Fazzz | 6/ 6 (100%) | 6/ 6 (100%) | 4/ 6 ( 67%) | 5/ 7 ( 71%)
Gregory_Mhf | 1/ 1 (100%) | 2/ 6 ( 33%) | |
Mo | 2/ 5 ( 40%) | 3/ 4 ( 75%) | 1/ 6 ( 17%) | 0/ 5 ( 0%)
Nilhall | | | 4/12 ( 33%) | 5/ 8 ( 62%)
Sigil | | | 9/12 ( 75%) | 7/ 9 ( 78%)
Sudothinker | 1/ 8 ( 12%) | 3/11 ( 27%) | |
TTTPPP | 3/ 4 ( 75%) | 4/ 5 ( 80%) | 3/ 4 ( 75%) | 5/ 7 ( 71%)
Tailix K. Mentor | 2/ 8 ( 25%) | 6/10 ( 60%) | |
Upps | 3/10 ( 30%) | 4/ 8 ( 50%) | |
anjew | | | 4/ 9 ( 44%) | 3/10 ( 30%)
bete | 2/ 7 ( 29%) | 2/ 4 ( 50%) | 0/ 6 ( 0%) | 1/ 3 ( 33%)
fiwo | 6/ 9 ( 67%) | 2/ 8 ( 25%) | | 0/ 1 ( 0%)
goldie | 1/ 2 ( 50%) | | 4/ 7 ( 57%) | 2/ 9 ( 22%)
inno | 4/ 5 ( 80%) | 3/ 4 ( 75%) | 4/ 7 ( 57%) | 7/10 ( 70%)
maceman | 4/ 8 ( 50%) | 3/ 7 ( 43%) | 2/ 4 ( 50%) | 6/ 9 ( 67%)
milkman | 3/ 5 ( 60%) | 5/ 6 ( 83%) | 3/ 3 (100%) | 2/ 4 ( 50%)
not happy | 0/ 1 ( 0%) | 3/ 4 ( 75%) | |
sliceoflife | 0/ 2 ( 0%) | 0/ 4 ( 0%) | 0/ 8 ( 0%) | 0/ 5 ( 0%)
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Due to the number of signups and rate of forfeits this was one of the seasons with the fewest games. There were still a couple of hundred, so enough to be worth looking at the stats for.
Overall Allies maintained a slight edge over Soviets. Potentially this could be due to players picking Allies and doing well, or picking Soviets and doing badly, but this season there wasn't an obvious pattern like that. Fazzz, Blackened, inno and Unano all played a similar amount of Allies and Soviets, and the players who did favour a particular faction were spread across the middle of the table. One of the best performing non-Any players was Sigil, who always picked Ukraine and finished joint 2nd.
Perhaps a more accurate way to measure whether Allies or Soviets are stronger is to restrict to just Allies vs Soviets games where both players picked "Any." This shows an even larger bias towards Allies, although it's based on just 28 games this season (and only 18 last season).
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Looking at subfactions then Russia seems to have swapped with Ukraine. This season was the first to feature nerfed tesla tanks from BI-4.2, but I doubt they've made Russia so significantly weaker. I'll share some tesla tank graphs later on.
Tech buildings have become slightly more prevalent. We're now seeing radar domes in 77% of games and tech centres in 36%. An individual player is likely to build a dome/TC in 64%/27% of their builds, but I think the graph here is more interesting for spectators.
The win rate for tech buildings has taken a bit of a nose dive which is partly explained by the higher build rate for them.
Tech buildings have become slightly more prevalent. We're now seeing radar domes in 77% of games and tech centres in 36%. An individual player is likely to build a dome/TC in 64%/27% of their builds, but I think the graph here is more interesting for spectators.
The win rate for tech buildings has taken a bit of a nose dive which is partly explained by the higher build rate for them.
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Two of the maps this season featured neutral kennels, but that didn't seem to affect how frequently kennels were built. The win rate for kennels this season was 48.6%. The win rates for Soviet players who skipped a kennel was 48.4% - identical to the overall win rate for Soviets. A tiny advantage, and much less than the statistical error in these results.
No one felt it was worth building more than two dogs this season (and everyone who built a kennel also built a dog - unlike in some previous seasons).
Another early game option is fake buildings. This season saw a similar total number of fakes to last season, but with players building (on average) more each. Fakes are seen in less than 1% of builds by France players (the average is roughly 0.6 fake buildings per France build).
No one felt it was worth building more than two dogs this season (and everyone who built a kennel also built a dog - unlike in some previous seasons).
Another early game option is fake buildings. This season saw a similar total number of fakes to last season, but with players building (on average) more each. Fakes are seen in less than 1% of builds by France players (the average is roughly 0.6 fake buildings per France build).
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Before this season there was a lot of talk about whether triple ref builds were too powerful. In the following graph these are contained in the "Other Rx,Rf,Rf" (turquoise) section. There's definitely an increase in popularity, but they are still hardly making a dent in the top three sections, which together represent double ref.
In terms of win rate then triple ref is pretty much at 50%.
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Recently there was a discussion about the viability of migs in 1v1 matches, so I thought it would be interesting to look through the matches where these were produced from this season. There were only seventeen matches where a mig was queued so I fast forwarded through them all to gather a few stats and impressions about what happened in the matches. Most of this post is just a list of events, but I've summarised it as a table at the end.
inno vs Mo on Styx [RAGL-16]
First mig produced at 21k vs 15k
First mig: killed 2 harvesters then died.
Second mig killed 2 heavies
inno vs Mo on Champion
First mig produced at 22k vs 5k
First mig: kill 1 harvester then died
Second and third mig: killed 2 harvesters
Mint vs anjew on Elevation
First mig produced at 29k vs 16k
First mig: killed 2 mammoths
inno vs Upps on Darker Woods
First mig produced at 24k vs 33k
First mig: died to AA gun
Second mig: killed one harvester then died
inno vs anjew on malevolence
First mig produced at 25k vs 23k
First mig: one harvester then died
Second mig: died
Third mig: died
inno vs Mint on Messened
First mig produced at 24k vs 7k
First mig: Did nothing
inno vs Mint on Champion
First mig produced at 33k vs 20k
First mig: killed 1 harvester, died
inno vs Unano on Champion
First mig produced at 19k vs 7k
First mig: killed 1 harvester
Second mig: Didn't get chance to do anything before Unano gged
TTTPPP vs Gregory_Mhf on Elevation
First mig produced at 16k vs 16k
First mig: died
Second mig: killed one harvester, died
TTTPPP vs Gregory_Mhf on Island Fight
Although a mig was queued, this game ended before it was produced.
Nilhall vs Gregory_Mhf on Elevation
First mig produced at 18k vs 21k
First mig: One shot was wasted on a rifle then Hans sent it to reload. It then had two shots countered by a mrj and was sent to reload again. Unfortunately it didn't get to fire again before the end of the game.
TTTPPP vs milkman on malevolence
First mig produced at 18k vs 22k
First mig: died
Second mig: killed 1 harvester then died
Third mig: died
Nilhall vs fiwo on Mini Asymmetric Battle
First mig produced at 23k vs 10k
First mig: died
Second mig: killed 1 harvester
Joined by third mig: killed a v2 and a heavy, then one mig died
The remaining mig was joined by a fourth mig: they kill another v2 and a barracks, then one mig died
The remaining mig: killed a third v2 and then died
Fifth mig: Produced just before the end of the game
TTTPPP vs Nilhall on Island Fight
First mig produced at 31k vs 20k
Two migs were produced and both died without achieving anything
Sigil vs fiwo on malevolence
First mig produced at 33k vs 1k
First mig: Produced just before fiwo gged. inno vs Unano on Darker Woods (Playoffs)
First mig produced at 21k vs 23k
First mig: killed one heavy before Unano sniped it on the airfield with a yak
inno vs Unano on Elevation (Playoffs)
First mig produced at 20k vs 15k
First mig: kill 2 harvesters
Joined by a second mig: together they killed two medium tanks
A third mig was produced and then one died
The remaining two migs killed four harvesters and five mediums.
This was the final game of the season, and it featured the highest amount of assets killed by migs. Unano was Allies and stuck without radar tech for most of the game. By the time he managed to produce AA guns then the game was pretty much lost. The bulk of the game was inno on T3 vs Unano on T1.5, so it's not surprising the migs did well. inno did manage to get a vet 2 mig though, which isn't something you see every day! Gathering all this data up then we can see the money spent on migs is not often recouped. In three of the matches then the migs weren't killed and didn't kill anything.
From the sums at the bottom of that table we can see some players are better off not using migs at all (in particular all three minions players). Even inno, who was the main user of migs this season, was losing on migs before the final playoff game against Unano.
inno vs Mo on Styx [RAGL-16]
First mig produced at 21k vs 15k
First mig: killed 2 harvesters then died.
Second mig killed 2 heavies
inno vs Mo on Champion
First mig produced at 22k vs 5k
First mig: kill 1 harvester then died
Second and third mig: killed 2 harvesters
Mint vs anjew on Elevation
First mig produced at 29k vs 16k
First mig: killed 2 mammoths
inno vs Upps on Darker Woods
First mig produced at 24k vs 33k
First mig: died to AA gun
Second mig: killed one harvester then died
inno vs anjew on malevolence
First mig produced at 25k vs 23k
First mig: one harvester then died
Second mig: died
Third mig: died
inno vs Mint on Messened
First mig produced at 24k vs 7k
First mig: Did nothing
inno vs Mint on Champion
First mig produced at 33k vs 20k
First mig: killed 1 harvester, died
inno vs Unano on Champion
First mig produced at 19k vs 7k
First mig: killed 1 harvester
Second mig: Didn't get chance to do anything before Unano gged
TTTPPP vs Gregory_Mhf on Elevation
First mig produced at 16k vs 16k
First mig: died
Second mig: killed one harvester, died
TTTPPP vs Gregory_Mhf on Island Fight
Although a mig was queued, this game ended before it was produced.
Nilhall vs Gregory_Mhf on Elevation
First mig produced at 18k vs 21k
First mig: One shot was wasted on a rifle then Hans sent it to reload. It then had two shots countered by a mrj and was sent to reload again. Unfortunately it didn't get to fire again before the end of the game.
TTTPPP vs milkman on malevolence
First mig produced at 18k vs 22k
First mig: died
Second mig: killed 1 harvester then died
Third mig: died
Nilhall vs fiwo on Mini Asymmetric Battle
First mig produced at 23k vs 10k
First mig: died
Second mig: killed 1 harvester
Joined by third mig: killed a v2 and a heavy, then one mig died
The remaining mig was joined by a fourth mig: they kill another v2 and a barracks, then one mig died
The remaining mig: killed a third v2 and then died
Fifth mig: Produced just before the end of the game
TTTPPP vs Nilhall on Island Fight
First mig produced at 31k vs 20k
Two migs were produced and both died without achieving anything
Sigil vs fiwo on malevolence
First mig produced at 33k vs 1k
First mig: Produced just before fiwo gged. inno vs Unano on Darker Woods (Playoffs)
First mig produced at 21k vs 23k
First mig: killed one heavy before Unano sniped it on the airfield with a yak
inno vs Unano on Elevation (Playoffs)
First mig produced at 20k vs 15k
First mig: kill 2 harvesters
Joined by a second mig: together they killed two medium tanks
A third mig was produced and then one died
The remaining two migs killed four harvesters and five mediums.
This was the final game of the season, and it featured the highest amount of assets killed by migs. Unano was Allies and stuck without radar tech for most of the game. By the time he managed to produce AA guns then the game was pretty much lost. The bulk of the game was inno on T3 vs Unano on T1.5, so it's not surprising the migs did well. inno did manage to get a vet 2 mig though, which isn't something you see every day! Gathering all this data up then we can see the money spent on migs is not often recouped. In three of the matches then the migs weren't killed and didn't kill anything.
Code: Select all
Player Opponent Situation Assets bought Assets lost Assets killed
inno Mo 21k vs 15k 4000 2000 4500
inno Mo 22k vs 5k 4000 2000 3300
inno Upps 24k vs 33k 4000 4000 1100
inno anjew 25k vs 23k 4000 6000 1100
inno Mint 24k vs 7k 2000 0 0
inno Mint 33k vs 20k 2000 2000 1100
inno Unano 19k vs 7k 4000 0 1100
inno Unano 21k vs 23k 2000 2000 1150
inno Unano 20k vs 15k 6000 2000 12550
Mint anjew 29k vs 16k 2000 0 4000
TTTPPP Greg 16k vs 16k 4000 4000 1100
TTTPPP milkman 18k vs 22k 6000 6000 1100
TTTPPP Hans 31k vs 20k 4000 4000 0
Hans Greg 18k vs 21k 2000 0 0
Hans fiwo 23k vs 10k 10000 8000 5450
Sigil fiwo 33k vs 1k 2000 0 0
=== TOTALS ===
inno 185k vs 148k 32000 20000 25900
Mint 29k vs 16k 2000 0 4000
TTTPPP 65k vs 58k 14000 14000 2200
Hans 41k vs 31k 12000 8000 5450
Sigil 33k vs 1k 2000 0 0
- ORA_CN-Hans
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Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Thx for the Statistics as always!
By the way, can you please check the flamers?
I've seen more and more flamer plays in both Masters and Minions through recent seasons (especially Masters)~
By the way, can you please check the flamers?
I've seen more and more flamer plays in both Masters and Minions through recent seasons (especially Masters)~
Translating OpenRA Into Chinese...
- ORA_CN-Hans
- Posts: 23
- Joined: Thu Oct 11, 2018 8:14 pm
- Location: Shanghai,China
- Contact:
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
also...
I know this topic is about ragl but... would you do the same statistics analysis for the CA Tournament?
I know this topic is about ragl but... would you do the same statistics analysis for the CA Tournament?
Translating OpenRA Into Chinese...
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Hans wanted to see some stats around flamer usage, and I was surprised to find I've not really covered this before.
First up, here is the usage graph showing each season of RAGL. The first three seasons featured far more off-meta play than subsequent seasons, and so it's no surprise to find flamers were very popular. Season 15 shows a spike of flamer usage in the early game - possibly due to flamer drops at this point. However Season 16 has a noticeably higher percentage of flamers throughout all stages of the game than almost all other seasons.
Looking at some of the top players we can see that Blackened and Unano barely use flamers when they are Soviets. Fazzz will usually include a few, and inno likes to queue a significant number - roughly a 9:1 ratio of rockets to flamers. It turns out that inno had the fourth highest rocket:rifle ratio when playing as Soviets:
Other than inno then the other top users are all from Minions - four of the top five finishers. This is what their graphs look like:
Sigil seems to include a fixed number, roughly 10 flamers, in each build. Hulk and TTTPPP build with a roughly constant ratio - about 4:2 (2:1) and 5:2 respectively. Hans is a constant user, but his graph is all over the place, choosing some games to queue more flamers than rockets, and others to barely include any.
Hans also asked about the CA tournament, but I would need something other than the replay files (or to fix the replay parser), since they are multiqueue and the format is different.
First up, here is the usage graph showing each season of RAGL. The first three seasons featured far more off-meta play than subsequent seasons, and so it's no surprise to find flamers were very popular. Season 15 shows a spike of flamer usage in the early game - possibly due to flamer drops at this point. However Season 16 has a noticeably higher percentage of flamers throughout all stages of the game than almost all other seasons.
Looking at some of the top players we can see that Blackened and Unano barely use flamers when they are Soviets. Fazzz will usually include a few, and inno likes to queue a significant number - roughly a 9:1 ratio of rockets to flamers. It turns out that inno had the fourth highest rocket:rifle ratio when playing as Soviets:
Code: Select all
Nilhall: 0.624
BigHALK: 0.270
TTTPPP: 0.202
inno: 0.108
Sigil: 0.092
goldie: 0.051
Fazzz: 0.024
bete: 0.021
fiwo: 0.007
milkman: 0.005
Blackened: 0.002
sliceoflife: 0.000
not happy: 0.000
maceman: 0.000
anjew: 0.000
Upps: 0.000
Tailix Killa Mentor: 0.000
Sudothinker: 0.000
Mo: 0.000
Gregory_Mhf: 0.000
Ekanim: 0.000
Duke Bones: 0.000
Sigil seems to include a fixed number, roughly 10 flamers, in each build. Hulk and TTTPPP build with a roughly constant ratio - about 4:2 (2:1) and 5:2 respectively. Hans is a constant user, but his graph is all over the place, choosing some games to queue more flamers than rockets, and others to barely include any.
Hans also asked about the CA tournament, but I would need something other than the replay files (or to fix the replay parser), since they are multiqueue and the format is different.
Last edited by TTTPPP on Wed Jan 08, 2025 10:10 am, edited 1 time in total.
- ORA_CN-Hans
- Posts: 23
- Joined: Thu Oct 11, 2018 8:14 pm
- Location: Shanghai,China
- Contact:
Re: Re: Red Alert Global League: Season 16 - Standings and Statistics
Thx for the Statistics!
Well, I've never expected that there's such a huge spike in S16!
I take the flamer as an advanced rifleman or a short-range arty. It can damage enemy infantries around the tanks they are shooting at. Flamers also have more anti-wood damage output than riflemen. Their burst-damage and AoE deal mental damage as well.
And yeah, I do believe that flamer may be a popular pick in future since Master players are trying to put this unit into practice.
I hope we can have some CA Statistics in future!
Well, I've never expected that there's such a huge spike in S16!
I take the flamer as an advanced rifleman or a short-range arty. It can damage enemy infantries around the tanks they are shooting at. Flamers also have more anti-wood damage output than riflemen. Their burst-damage and AoE deal mental damage as well.
And yeah, I do believe that flamer may be a popular pick in future since Master players are trying to put this unit into practice.
I hope we can have some CA Statistics in future!
Translating OpenRA Into Chinese...