Red Alert Global League: Season 13 - Standings and Statistics

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TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

Image

Rulebook Registrations Map Making Contest Schedule Weekly Highlights Standings

Standings and Statistics

The final standings for each division are below:
S13Masters.png
S13Masters.png (106.74 KiB) Viewed 8993 times
S13Minions.png
S13Minions.png (127.27 KiB) Viewed 8993 times
Note that these tables have some slight changes from https://ragl.org to correctly order tied players by their head-to-head results. For more details (i.e. the head-to-head results) see the RAGL archive here: https://tttppp.github.io/ragl/standings.html?season=13

This is the first season that four players have been tied for a position (in fact we've never had more than a two-way tie in the past).

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

Here are the playoff results from the ragl.org site:
S13Playoffs.png
S13Playoffs.png (30.45 KiB) Viewed 8927 times

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

The statistics from Season 12 are available here: viewtopic.php?p=314137#p314137

Faction Win Rates

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Faction         Win Rate            From Any        From Random A/S     Picked Win Rate
England       41/ 85  48%         26/ 56  46%         10/ 19  53%          5/ 10  50%
France        45/ 96  47%         29/ 50  58%         13/ 20  65%          3/ 26  12%
Germany       37/ 68  54%         28/ 51  55%          9/ 16  56%          0/  1   0%
Allies       123/249  49%         83/157  53%         32/ 55  58%          8/ 37  22%
Russia        58/118  49%         47/ 96  49%         10/ 18  56%          1/  4  25%
Ukraine       78/151  52%         53/ 94  56%          7/ 20  35%         18/ 37  49%
Soviet       136/269  51%        100/190  53%         17/ 38  45%         19/ 41  46%
Total        259/518  50%        183/347  53%         49/ 93  53%         27/ 78  35%
Buildings/Units Queued

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~~~ Buildings ~~~
Refinery: 3523 (520 builds (100%), 50% wins)
Power Plant: 3482 (520 builds (100%), 50% wins)
Barracks: 3479 (519 builds (100%), 50% wins)
War Factory: 879 (514 builds (99%), 50% wins)
Advanced Power Plant: 684 (264 builds (51%), 63% wins)
Service Depot: 597 (505 builds (97%), 50% wins)
Radar Dome: 366 (333 builds (64%), 58% wins)
Helipad: 201 (116 builds (22%), 60% wins)
Airfield: 181 (127 builds (24%), 66% wins)
Tech Centre: 152 (140 builds (27%), 71% wins)
Kennel: 84 (84 builds (16%), 49% wins)
Naval Yard: 13 (6 builds (1%), 60% wins)
Sub Pen: 9 (7 builds (1%), 33% wins)

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~~~ Defences ~~~
Flame Tower: 6517 (267 builds (51%), 51% wins)
Pillbox: 5509 (249 builds (48%), 50% wins)
Turret: 464 (140 builds (27%), 55% wins)
Teslacoil: 422 (158 builds (30%), 62% wins)
AA Gun: 152 (36 builds (7%), 58% wins)
Camo Pillbox: 143 (26 builds (5%), 54% wins)
Concrete Wall: 86 (15 builds (3%), 40% wins)
Fake Power Plant: 71 (25 builds (5%), 24% wins)
Iron Curtain: 64 (54 builds (10%), 70% wins)
SAM Site: 57 (19 builds (4%), 56% wins)
Fake War Factory: 37 (19 builds (4%), 21% wins)
Fake Barracks: 33 (18 builds (3%), 17% wins)
Fence: 29 (5 builds (1%), 20% wins)
Fake Service Depot: 25 (13 builds (2%), 23% wins)
Fake Radar Dome: 15 (10 builds (2%), 20% wins)
Fake Conyard: 14 (11 builds (2%), 36% wins)
Missile Silo: 12 (10 builds (2%), 80% wins)
Chronosphere: 5 (5 builds (1%), 80% wins)
Silo: 4 (2 builds (0%), 50% wins)
Fake Advance Power: 1 (1 builds (0%), 0% wins)
Fake Tech Center: 1 (1 builds (0%), 0% wins)
Gap Generator: 1 (1 builds (0%), 100% wins)

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~~~ Infantry ~~~
Rifle: 134206 (520 builds (100%), 50% wins)
Rocket: 49028 (515 builds (99%), 50% wins)
Flamer: 2226 (117 builds (22%), 47% wins)
Medic: 1248 (178 builds (34%), 48% wins)
Shockie: 958 (20 builds (4%), 68% wins)
Engineer: 679 (507 builds (98%), 50% wins)
Mechanic: 430 (72 builds (14%), 46% wins)
Gren: 203 (49 builds (9%), 41% wins)
Dog: 120 (84 builds (16%), 49% wins)
Spy: 57 (22 builds (4%), 45% wins)
Tanya: 51 (26 builds (5%), 65% wins)
Thief: 27 (10 builds (2%), 70% wins)

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~~~ Vehicles ~~~
Heavy Tank: 19194 (245 builds (47%), 49% wins)
Medium Tank: 11744 (239 builds (46%), 50% wins)
Light Tank: 1438 (126 builds (24%), 43% wins)
Harvester: 1335 (491 builds (94%), 51% wins)
APC: 1021 (148 builds (28%), 50% wins)
MCV: 663 (482 builds (93%), 50% wins)
Flak: 560 (181 builds (35%), 54% wins)
Tesla Tank: 538 (19 builds (4%), 61% wins)
Arti: 492 (105 builds (20%), 62% wins)
V2: 486 (117 builds (22%), 65% wins)
Mammoth Tank: 339 (35 builds (7%), 83% wins)
Ranger: 227 (160 builds (31%), 53% wins)
Minelayer: 128 (77 builds (15%), 56% wins)
Demo: 95 (17 builds (3%), 59% wins)
Radar Jammer: 33 (14 builds (3%), 79% wins)
Mobile Gap Generator: 4 (2 builds (0%), 50% wins)
Phase Transport: 4 (4 builds (1%), 75% wins)
Chrono Tank: 3 (1 builds (0%), 100% wins)

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~~~ Air ~~~
Yak: 1584 (109 builds (21%), 67% wins)
Blackhawk: 1115 (104 builds (20%), 63% wins)
Longbow: 94 (21 builds (4%), 70% wins)
Mig: 57 (21 builds (4%), 90% wins)
Chinook: 5 (4 builds (1%), 50% wins)

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~~~ Naval ~~~
Cruiser: 25 (4 builds (1%), 100% wins)
Gunboat: 20 (3 builds (1%), 50% wins)
Destroyer: 14 (3 builds (1%), 100% wins)
Missile Sub: 10 (3 builds (1%), 50% wins)
Naval Transport: 7 (7 builds (1%), 17% wins)
Submarine: 5 (2 builds (0%), 0% wins)
Per Player Builds

Builds that were used at least three 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 23 game(s), Win Rate 39%, Factions ?:100%) ===
3 [PP][Rx][Rf][PP][Rf][WF][Rf][SD][PP][Rx][Rx][Rx][PP]
3  ..  ..  .. [Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][PP][Rf][Rf][Rx][PP][WF][RD]
3  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP][Rf][Rf][PP]
=== Blackened (Played 26 game(s), Win Rate 77%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rx][Rf]
3  ..  ..  ..  .. [WF][PP][Rf][Rx][SD][Rx][Rx][PP][Rf]
3  ..  ..  .. [WF][PP][Rf][Rx][Rx][Rx][SD][PP]
3  ..  ..  ..  .. [Rf][PP][Rf][Rx][Rx][Rx][SD][PP][Rf]
=== Dodder (Played 14 game(s), Win Rate 7%, Factions ?:86%,A:14%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP][Rx][Rx][Rf][PP]
5  ..  .. [Rf][WF][PP][Rf]
=== Duke Bones (Played 16 game(s), Win Rate 25%, Factions ?:50%,A:25%,S:19%,U:6%) ===
4 [PP][Rf]
3  .. [Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
3  ..  ..  .. [WF][PP][Rf][SD][Rf][PP][Rx][Rx][Rf]
=== Ekanim (Played 23 game(s), Win Rate 96%, Factions ?:100%) ===
4 [PP][Rx][Rf][Ke][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][WF]
4  ..  ..  .. [Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][Rf]
3  ..  ..  .. [WF][PP][Rf][Rx][SD][Rx][Rx][PP][PP][PP][Rf][WF][Rf][RD]
=== Eugenator (Played 18 game(s), Win Rate 39%, Factions ?:100%) ===
4 [PP][Ke][Rx][Rf][Rf][PP][WF][Rf]
4  .. [Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx]
3  ..  ..  ..  .. [Rf]
=== Gajcus (Played 25 game(s), Win Rate 48%, Factions ?:48%,A:48%,F:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rf][Rf][PP][Rx][Rx][PP]
4  ..  ..  ..  ..  ..  ..  .. [SD][PP][Rx][Rx][Rf]
3  ..  ..  .. [WF][PP][Rf][Rx]
=== J!NX (Played 24 game(s), Win Rate 54%, Factions A:54%,?:46%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF]
3  ..  .. [Rf][Rf][PP][WF][SD][Rf][PP]
4  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP]
4  ..  ..  ..  .. [WF][PP][SD]
=== Kav (Played 24 game(s), Win Rate 88%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][Rx][SD][PP][Rx][Rx][Rf]
4  ..  ..  ..  ..  ..  ..  .. [SD][PP][Rx][Rx][Rf][PP]
3  ..  ..  ..  .. [WF][PP][Rf][Rx][SD]
3  ..  ..  ..  ..  ..  ..  .. [SD][PP][Rx][Rx][Rf][Rf][PP][Rx][Rx]
=== Mo (Played 25 game(s), Win Rate 75%, Factions A:84%,S:12%,?:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][PP][Rx][Rf][PP][PP][Rx][Rf][RD][AP][HP][HP]
3  ..  ..  .. [WF][PP][Rf][SD][Rf][PP][Rx][Rx][Rf][PP][PP]
=== Nilhall (Played 27 game(s), Win Rate 46%, Factions S:96%,?:4%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][PP]
4  ..  ..  ..  ..  ..  ..  ..  .. [RD]
3  ..  ..  ..  ..  ..  ..  ..  .. [Rx][SD][PP]
3  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][Rf]
=== Pvt_Leaf (Played 24 game(s), Win Rate 46%, Factions ?:67%,S:25%,E:4%,G:4%) ===
5 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][Rx][Rx][PP]
3  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rf][PP]
=== Sigil (Played 22 game(s), Win Rate 68%, Factions U:100%) ===
4 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf]
3  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
4  ..  ..  .. [WF][PP][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
=== TTTPPP (Played 26 game(s), Win Rate 38%, Factions ?:100%) ===
3 [PP][Rf][WF][Rx]
3  .. [Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
3  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rf][PP]
=== Tailix Killa Mentor (Played 8 game(s), Win Rate 50%, Factions E:100%) ===
4 [PP][Rx][Rf][Rf][WF][PP][Rf][SD][PP][Rx]
=== Upps (Played 18 game(s), Win Rate 33%, Factions F:50%,?:22%,R:17%,U:11%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf]
4  ..  ..  ..  .. [WF][PP][Rf][Rx][SD][Rx][PP][Rx][Rf]
3  ..  ..  .. [WF][PP][Rf][Rx][SD][Rx][PP]
=== anjew (Played 16 game(s), Win Rate 25%, Factions U:62%,?:38%) ===
3 [PP][Rf][WF][Rf][PP][Rx][Rf][SD][PP]
3  .. [Rx][Rf][Rf][PP][WF]
3  ..  ..  ..  .. [WF][PP][Rf][SD][PP][Rx][Rx]
4  ..  ..  .. [WF][PP][Rf]
=== bete (Played 22 game(s), Win Rate 55%, Factions ?:95%,F:5%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
3  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP][Rx]
4  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rx]
=== chouchani (Played 22 game(s), Win Rate 0%, Factions ?:100%) ===
4 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][RD]
3  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP][RD][HP]
=== dang_shot (Played 6 game(s), Win Rate 83%, Factions ?:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP]
3  ..  .. [Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rf][PP][Rx][Rx][PP][Rf]
=== despro (Played 10 game(s), Win Rate 90%, Factions ?:100%) ===
3 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rx][Rf][PP][Rx]
3  ..  .. [Rf]
=== jungle (Played 16 game(s), Win Rate 0%, Factions F:94%,?:6%) ===
3 [PP][Rx][Rf][PP][Rf][WF][PP][SD][Rx]
3  ..  ..  ..  ..  ..  .. [Rx]
4  ..  ..  ..  ..  ..  .. [SD]
=== maceman (Played 27 game(s), Win Rate 44%, Factions ?:85%,U:7%,S:4%,E:4%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][Rx][PP][Rx][Rf][Rx][Rx][PP]
6  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP]
4  ..  ..  .. [WF][PP][Rf][SD]
=== milkman (Played 26 game(s), Win Rate 69%, Factions ?:100%) ===
3 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rx][Rf][PP][Rx][Rx][Rx][Rf][PP][Rx]
3  ..  ..  ..  .. [WF][PP][Rf][SD][PP][Rx][Rx]
3  ..  ..  ..  ..  ..  .. [SD][Rf]
=== spetsnaz84 (Played 24 game(s), Win Rate 46%, Factions ?:96%,R:4%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rf][PP][Rx][Rf]
4  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP]
3  ..  ..  ..  ..  ..  ..  ..  .. [Rx]
=== tux (Played 8 game(s), Win Rate 38%, Factions ?:50%,A:50%) ===
4 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][Rx][PP][Rx][PP][Rx]
Per Map Builds

Maps ordered by popularity and builds orders that were used at least 10 times per map.

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### Greener Pastures [RAGL-13] (Picked 42 time(s)) ###
11 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf]
12  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP]
11  ..  ..  .. [WF]
### Anar [RAGL-13] (Picked 37 time(s)) ###
12 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf]
10  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP]
10  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP]
### Sompio [RAGL-13] (Picked 28 time(s)) ###
10 [PP][Rx][Ke][Rf][Rf][PP]
10  ..  .. [Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
13  ..  ..  .. [WF][PP][Rf]
### Assault [RAGL-13] (Picked 25 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
12  ..  ..  .. [WF][PP][Rf]
### Elevation [RAGL-13] (Picked 23 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx]
### Abendland [RAGL-13] (Picked 21 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf]
### Territorial [RAGL-13] (Picked 20 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP][Rx]
### OverKill [RAGL-13] (Picked 18 time(s)) ###
11 [PP][Rx][Rf][Rf][PP][WF][Rf][SD][PP]
### Pity Light [RAGL-13] (Picked 16 time(s)) ###
12 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
### Isle of Wight [RAGL-13] (Picked 12 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf]
### Infection [RAGL-13] (Picked 10 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF]
### Forgotten Plains [RAGL-13] (Picked 8 time(s)) ###
10 [PP][Rx][Rf][Rf][PP][WF][Rf][SD]
Overall Popular Build Orders

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--- Overall (Total 520 game(s)) ---
21 [PP][Rx][Ke][Rf][Rf][PP][WF][Rf][SD][PP][Rx][Rx][Rf][PP][Rx]
20  ..  .. [Rf][PP][Rf][WF]
22  ..  ..  .. [Rf][PP][WF][Rf][Rx][SD][PP][Rx]
30  ..  ..  ..  ..  ..  ..  .. [SD][PP][Rx][Rx][Rf][PP][Rx][Rx][PP]
40  ..  ..  ..  ..  ..  ..  ..  ..  ..  ..  .. [Rx]
29  ..  ..  ..  ..  ..  ..  ..  .. [Rx][PP][Rx]
36  ..  ..  ..  .. [WF][PP][Rf]
29  ..  ..  .. [WF][PP][Rf][SD]
These are build states that were hit over a hundred times. For example players went either PP,Rf,Rx or PP,Rx,Rf 432 times.

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519 1[PP]
490 1[PP]1[Rx]
432 1[PP]1[Rf]1[Rx]
403 1[Rx]1[WF]2[PP]2[Rf]
337 1[PP]1[Rx]2[Rf]
307 1[Rx]1[WF]2[PP]3[Rf]
294 1[Rx]2[PP]2[Rf]
291 1[SD]1[WF]2[Rx]3[PP]3[Rf]
279 1[SD]1[WF]3[PP]3[Rf]3[Rx]
262 1[Rx]1[SD]1[WF]2[PP]3[Rf]
221 1[Rx]1[SD]1[WF]3[PP]3[Rf]
179 1[SD]1[WF]3[PP]3[Rx]4[Rf]
174 1[SD]1[WF]4[PP]4[Rf]4[Rx]
149 1[SD]1[WF]3[Rx]4[PP]4[Rf]
128 1[SD]1[WF]4[PP]4[Rf]5[Rx]
111 1[SD]1[WF]3[PP]3[Rf]4[Rx]
Faction v Faction

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Name             | Allies vs A  | Allies vs S  | Soviet vs A  | Soviet vs S  
-----------------+--------------+--------------+--------------+--------------
BigHALK          |  1/ 7 ( 14%) |  3/ 6 ( 50%) |  0/ 4 (  0%) |  5/ 6 ( 83%)
Blackened        |  7/ 9 ( 78%) |  5/ 6 ( 83%) |  5/ 6 ( 83%) |  3/ 5 ( 60%)
Dodder           |  0/ 4 (  0%) |  0/ 2 (  0%) |  1/ 4 ( 25%) |  0/ 4 (  0%)
Duke Bones       |  2/ 7 ( 29%) |  1/ 1 (100%) |  0/ 4 (  0%) |  1/ 4 ( 25%)
Ekanim           |  4/ 4 (100%) |  8/ 9 ( 89%) |  3/ 3 (100%) |  7/ 7 (100%)
Eugenator        |  1/ 3 ( 33%) |  3/ 4 ( 75%) |  1/ 4 ( 25%) |  2/ 7 ( 29%)
Gajcus           |  6/ 9 ( 67%) |  3/ 9 ( 33%) |  2/ 3 ( 67%) |  1/ 4 ( 25%)
J!NX             |  5/ 6 ( 83%) |  6/13 ( 46%) |  1/ 2 ( 50%) |  1/ 3 ( 33%)
Kav              |  4/ 5 ( 80%) |  4/ 5 ( 80%) |  3/ 4 ( 75%) | 10/10 (100%)
Mo               |  5/ 7 ( 71%) | 11/13 ( 85%) |  1/ 2 ( 50%) |  1/ 2 ( 50%)
Nilhall          |              |              |  9/18 ( 50%) |  3/ 8 ( 38%)
Pvt_Leaf         |  1/ 3 ( 33%) |  1/ 4 ( 25%) |  7/ 9 ( 78%) |  2/ 8 ( 25%)
Sigil            |              |              |  7/11 ( 64%) |  8/11 ( 73%)
TTTPPP           |  2/ 7 ( 29%) |  2/ 3 ( 67%) |  6/10 ( 60%) |  0/ 6 (  0%)
Tailix Killa Mentor |  2/ 5 ( 40%) |  2/ 3 ( 67%) |              |             
Upps             |  1/ 8 ( 12%) |  2/ 3 ( 67%) |  1/ 2 ( 50%) |  2/ 5 ( 40%)
anjew            |              |  0/ 1 (  0%) |  2/ 5 ( 40%) |  2/10 ( 20%)
bete             |  4/ 5 ( 80%) |  2/ 6 ( 33%) |  3/ 4 ( 75%) |  3/ 7 ( 43%)
chouchani        |  0/ 2 (  0%) |  0/ 7 (  0%) |  0/ 8 (  0%) |  0/ 5 (  0%)
dang_shot        |              |  3/ 3 (100%) |  1/ 1 (100%) |  1/ 2 ( 50%)
despro           |  2/ 2 (100%) |              |  2/ 3 ( 67%) |  5/ 5 (100%)
jungle           |  0/ 4 (  0%) |  0/11 (  0%) |  0/ 1 (  0%) |             
maceman          |  4/ 7 ( 57%) |  3/ 7 ( 43%) |  1/ 7 ( 14%) |  4/ 6 ( 67%)
milkman          |  4/ 6 ( 67%) |  2/ 5 ( 40%) |  7/ 7 (100%) |  5/ 8 ( 62%)
spetsnaz84       |  4/ 8 ( 50%) |  2/ 6 ( 33%) |  3/ 7 ( 43%) |  2/ 3 ( 67%)
tux              |              |  1/ 4 ( 25%) |  1/ 2 ( 50%) |  1/ 2 ( 50%)

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

I finally got around to revisiting the graphs I drew for "RAGL through the seasons" and regenerated them with the data up to Season 13. I plan to present the graphs here, but will probably include less discussion since I imagine a lot of it will be similar to before.
001_GamesPerSeason.png
001_GamesPerSeason.png (25.29 KiB) Viewed 7878 times
The number of games has reduced since the enourmous divisions in Season 9, but each season is similarly represented with at least 250-300 games.
001_FactionWinRate.png
001_FactionWinRate.png (36.28 KiB) Viewed 7878 times
Season 13 has been the first in a while where Soviets have had a higher win rate than Allies, but it was extremely close.
001_SubfactionWinRate.png
001_SubfactionWinRate.png (65.42 KiB) Viewed 7878 times
Breaking this down further to show the subfactions then we can see that the subfaction chosen doesn't have a huge impact on the result.

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

002_TechBuildingUsage.png
002_TechBuildingUsage.png (33.75 KiB) Viewed 7876 times
There are three tech buildings - Service Depot, Radar Dome and Tech Center. Although Allies and Soviets have different Tech Centers from each other I've grouped them here. Since Season 10 then the Radar Dome and Tech Center have made a bit of a comeback, probably in part due to players seeing Despro use tech with success.
002_TechBuildingWinRate.png
002_TechBuildingWinRate.png (25.75 KiB) Viewed 7876 times
Plotting win rates for these buildings has certain limitations which I discussed previously at length. However we can see these have been pretty stable since Season 9.

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

People are often interested in whether a certain statistic holds true for Masters players or not, and here are a couple of graphs showing tech building usage by Masters players and by players who won the game.
003_TechBuildingUsageMasters.png
003_TechBuildingUsageMasters.png (37.37 KiB) Viewed 7875 times
003_TechBuildingUsageWinningPlayers.png
003_TechBuildingUsageWinningPlayers.png (36.33 KiB) Viewed 7875 times

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

004_KennelWinRate.png
004_KennelWinRate.png (37.06 KiB) Viewed 7795 times
The next building I looked at previously was the kennel. Since it's not always been the most popular of buildings then I included some error bars for it. Here we can see that the kennel seemed to be a great option in Season 12, pretty average in Seasons 13 and 11 and harmful in Season 10. For comparison I also included the win rate for Soviet builds which didn't contain a kennel.
004_KennelPositionInBuildOrder.png
004_KennelPositionInBuildOrder.png (34.87 KiB) Viewed 7795 times
As a bonus I thought it might be interesting to see when kennels are built in the game. As expected we can see that the vast majority are within the first five buildings and in recent seasons no one has seen a reason to build a kennel after this point in the game.
004_DogCountPopularity.png
004_DogCountPopularity.png (57.74 KiB) Viewed 7795 times
Another question that I wondered about was how many dogs get built by players who build a kennel. The replay files only say how many dogs are queued, so this may be a slight overestimate, but I think it's fairly safe to say that most players only build a single dog and a few build two. It's interesting to note that in earlier seasons it wasn't uncommon to queue five or more dogs, and in Seasons 4-6 it was more common to have two dogs that one. Weirdly there were quite a few builds where a player placed a kennel and then didn't use it at all.

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

005_AverageDefenceCount.png
005_AverageDefenceCount.png (103.37 KiB) Viewed 7788 times
Plotting a graph with all the defence tab is a bit messy (in fact I've excluded fake structures here, and they'll be in a later post). Note the logarithmic scale on the left meaning that for example there was roughly one chronosphere and one ore silo per 100 builds in Season 13. This graph highlights different popularities of defences - almost ten pillboxes and ten flametowers are built per player per game, whereas only one turret and one teslacoil are built. Recent seasons have seen a continued decline in the number of camo-pillboxes and AA guns that were built.
005_DefenceBuildRate.png
005_DefenceBuildRate.png (48.68 KiB) Viewed 7788 times
Focusing on the popular T1 defences shows us that pillboxes and flame towers are heading towards 100% usage. Meanwhile turrets and teslacoils are only used in half of all build orders. Camo-pillboxes are seen in about one in every ten builds.
005_DefenceWinRate.png
005_DefenceWinRate.png (56.89 KiB) Viewed 7788 times
The win rates for these structures are pretty near to 50%, suggesting they aren't a game changer. It's interesting that recently camo-pillboxes have been consistently above a 55% win rate. Perhaps they do give a slight advantage, or possibly they're used by better players.

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

006_WinRateWhenSkippingDefence.png
006_WinRateWhenSkippingDefence.png (70.6 KiB) Viewed 7742 times
Sometimes it's more interesting to look at the win rates for players who had the opportunity but chose not to build something. Running the numbers for Allied/Soviet players who didn't build the basic defences gives us this graph. Due to the prevalence of pillbox and flame tower spam the lines for skipping these represent tiny samples and so jump all over the place. The teslacoil line seems to stay below 50%, suggesting that these might be a good investment.
006_AntiairWinRate.png
006_AntiairWinRate.png (49.5 KiB) Viewed 7742 times
Each faction gets an anti-air defence which is locked behind the radar dome. This graph shows win rates for players who reached T2 against win rates for players building at least one AA gun or SAM site. With the exception of SAM sites in S10 and S12 all of the air defence results are within experimental error of 50% win rate.
006_SuperweaponWinRate.png
006_SuperweaponWinRate.png (55.4 KiB) Viewed 7742 times
Also on the defences tab are the super weapons. These all require T3 to build and are sometimes built by players who are already ahead. Comparing the T3 win rates with those for the chronosphere, iron curtain and missile silo then the most definite pattern is that the iron curtain win rate hovers slightly above the soviet T3 line. The results for chronosphere in particular are a very small sample - there have been fewer than 10 chronospheres built in every season since S08.

TTTPPP
Posts: 320
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Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

007_AverageFakesBuilt.png
007_AverageFakesBuilt.png (69.31 KiB) Viewed 7690 times
To start let's look at the number of each fake built per France player. It's hard to make out exactly how many of each fake are built, but we can see that fake power plants make up the majority of the total.

On the right of the graph the total shoots up to 2.03 fakes per France player in Season 13, and so I wanted to look at where these were coming from. It turns out that only five players built fakes in S13:

Code: Select all

jungle: 118 fakes in 15 games
Mo: 63 fakes in 8 games
Upps: 7 fakes in 4 games
TTTPPP: 4 fakes in 3 games
J!NX: 3 fakes in 1 game
Nb. Here the number of games is the number of games that fakes were built, rather than the number of games that France was picked shown in the graph above
007_FakeCountPerBuild.png
007_FakeCountPerBuild.png (55.33 KiB) Viewed 7690 times
It's also interesting to find out how popular building different numbers of fakes is. This graph shows that building one to three fakes has been popular for a long time, but building higher numbers has only recently gained momentum.

TTTPPP
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Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

008_WinRateForFakes.png
008_WinRateForFakes.png (37.94 KiB) Viewed 7653 times
Comparing win rates for fakes against the win rates for France and Allies more generally, we can see that there have been seasons where fakes looked like a good investment, and others where they correlated with losing games. In particular Season 13 stands out as a really bad season for fakes.
008_MoVsHulk.jpg
008_MoVsHulk.jpg (223.99 KiB) Viewed 7653 times
When searching for examples of fakes being useful in Season 13 I came across this match between Mo and Hulk. Mo has just got his MCV out and Hulk has dropped his engi in the backlines. He ignores the fake power plant and sets about capping the fake service depot instead. He just manages to take it before the engi is killed. If you want to watch the full match then Kaution's cast both games here: https://www.youtube.com/watch?v=NAz1CkJ_zDo&t=0s

TTTPPP
Posts: 320
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Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

009_SupportPowerPercentage.png
009_SupportPowerPercentage.png (78.88 KiB) Viewed 7590 times
Moving on to support powers next. This graph shows the percentage of games that the support power was used out of those where the appropriate faction was picked. So for example roughly 10% of Soviet players used the iron curtain in Season 13, where as a little over 20% of Ukraine players used parabombs. The graph also plots the percentage of games that featured radar domes for Allies, Soviets and Ukraine players. It seems like support powers are used as a fairly fixed proportion of radar dome games.
009_SupportPowerUsage.png
009_SupportPowerUsage.png (72.83 KiB) Viewed 7590 times
Looking at the number of times each support power was used then we can see a slightly disappointing story. In Season 13 then the average number of times a support power building was used was between zero and one. Missile silos are particularly disappointing - only one in seven silos launched a nuke in Season 13, and there were no nukes the three seasons before this.
009_SuperPowerWinRate.png
009_SuperPowerWinRate.png (61.48 KiB) Viewed 7590 times
Considering just the super powers and comparing them to T3 win rates in general then we find superpowers do correlate with winning the game.

TTTPPP
Posts: 320
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Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

I don't think I've attempted to plot the history of different build orders before, and so I came up with a breakdown of build orders roughly based on the ones from Blackened's Barracks.
010_BuildOrderPopularityIgnoringKennel.png
010_BuildOrderPopularityIgnoringKennel.png (60.72 KiB) Viewed 7411 times
The first five builds are double ref builds (PP, Rx, Rf, Rf). The first two are popular normal versions (Rax before SD and SD first). The third section is any other build starting with PP, Rx, Rf, Rf, PP, WF. After that we have the ref sell variant (PP, Rx, Rf, Rf, WF) although my data set does not capture sell commands, so it's possible that it contains a few low power builds too. The fifth section is any other build starting with PP, Rx, Rf, Rf, which may include tech rushes, triple ref all-ins or builds which were interrupted by early aggression.

The next two builds are the WF First builds (or "WF before second Ref"). Towards the bottom of the list we have the less popular Rax Skip (PP, Rf, Rx) and WF Rush (PP, Rf, WF) builds. The bottom section is anything that wasn't captured already.

The graph clearly shows double ref becoming the meta by Season 4, and then players settling on SD after third ref as the standard double ref build between Season 6 and Season 10. Part of this will be caused by the Academy Discord server providing a way for new players to learn standard builds, with Level 1 being the double ref build. We can also see that since Season 11 the non-meta builds have been slowly gaining in popularity again. Potentially this is due to players like despro and Blackened showing that it's possible to win with other builds, and other players taking notice.
010_BuildOrderWinRateIgnoringKennel.png
010_BuildOrderWinRateIgnoringKennel.png (81.13 KiB) Viewed 7411 times
In terms of win rate then the Double Ref, Third Ref, SD standard build is at almost exactly 50%. It's used by all levels of players in basically all circumstances. Meanwhile Double Ref, Rax before SD is at 58% win rate and deserves more investigation. Several other builds have a good win rate recently including both the standard WF First and the bucket of other WF First builds, and also the Double Ref with Ref Sell. The bottom line seems to be that while the pervasive standard Double Ref is a good build, there are other builds that are currently performing better and so players could consider switching things up from time to time.
010_FactionPickRate.png
010_FactionPickRate.png (56.08 KiB) Viewed 7411 times
Finally I wanted to publish this graph which Yara requested. This shows what faction/subfaction players have picked in each season. The most interesting thing here is how popular Any has become. By Season 13 we can see roughly two thirds of all faction choices were Random.

TTTPPP
Posts: 320
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Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

011_InfantryQueued.png
011_InfantryQueued.png (72.22 KiB) Viewed 7338 times
After the defences tab comes infantry. This first graph shows that the popularity of infantry has stayed pretty constant across all thirteen seasons. We can see that the average number of rifles and rockets queued per game has steadily increase each season. Players in Season 12 weren't content with 240 rifles queued per game, and so in Season 13 they increased it to an average of almost 260. Similarly rockets are almost up to an average of 100 queued per game. Perhaps also worth noting is that the popularity of shock troopers dropped in Seasons 10 and 11, and flamers are the most popular they've ever been.
011_EngineersByQueuePosition.png
011_EngineersByQueuePosition.png (68.24 KiB) Viewed 7338 times
When I looked through these stats previously then I didn't really investigate engineer usage. Here we can see that the time an engineer is likely to be produced was roughly the same in every season - generally it will be unit number 1, 6, 11 or 16. Players often queue their first infantry batch in multiples of five rifles with a single engi in. If you want to snipe an engineer then you could use this pattern to have a good guess at the timing needed. I also tried extending the graph to look for further peaks - there's a tiny peak at 21 and the graph's almost completely flat by unit 26.
011_EngineerQueuePositionWinRate.png
011_EngineerQueuePositionWinRate.png (71.03 KiB) Viewed 7338 times
Finally I wanted to know whether it made a noticeable difference when you produced your engineer. All of these lines are very close to 50%, but producing an engi in the first five units does seem to be slightly better than the other options. I hoped that by including "21+" I'd be able to capture players who'd had their engi sniped and opted to build a second. The line doesn't seem significantly worse than the others though. In fact I plotted a separate graph comparing the win rates for no engis, one engi and more than one engi, and building an engi was consistently better than skipping it, but having two or more engis jumped around. In Season 13 two or more engis had the best win rate of these three options.

TTTPPP
Posts: 320
Joined: Wed Sep 05, 2018 8:25 pm

Re: Red Alert Global League: Season 13 - Standings and Statistics

Post by TTTPPP »

012_AverageRifleToRocketRatio.png
012_AverageRifleToRocketRatio.png (22.31 KiB) Viewed 7113 times
Something that comes up in the Academy fairly frequently is the question of the optimal ratio of rifles and rockets. Here we can see that the average ratio queued has tended to stay around 3:1 but that since Season 8 this has dropped steadily.
012_RifleToRocketRatioPopularity.png
012_RifleToRocketRatioPopularity.png (36.89 KiB) Viewed 7113 times
I tried to bucket builds into different rifle-rocket ratios, so anything between 1.5:1 and 2.5:1 ended up in the 2:1 bucket. We can see historically all of these buckets were fairly popular, but over time players have focused more on the middle ratios. Note that these are the ratio of units queued, so if a player creates a huge queue of rifles and then priority queues rockets into it then their build will be counted in the "More than 5.5:1" bucket, even though the units produced could be something nearer to 3:1.
012_RifleToRocketRatioWinRate.png
012_RifleToRocketRatioWinRate.png (59.9 KiB) Viewed 7113 times
Finally in this post let's look at the win rates. Since Season 10 the ratios 2:1 and 3:1 have shared the top two positions, suggesting they remain the best options. There's nothing really obvious to choose between them, so it's going to depend on the map, the opponent and your game plan as to which is better. Meanwhile "4:1-5:1" has slipped below the 50% win rate, and the more extreme options are way down at about a 20% win rate.

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