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  1. #1
    Crux's Avatar
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    Infantryman's Guide Part II: Soldier Efficiency

    Crux's Infantry Guide Part II: Soldier Efficiency

    Why Not Dying Is Good (No, Really!)

    Talking about Kill/Death ratios is sometimes frowned upon as being ‘Un-TG’. And when pursued for selfish grandstanding then I suppose it is. But the truth of it is that K/D ratios are a great measure of soldier efficiency. K/D ratios are a way for people to evaluate statistically a HUGE effect they are having on their team. And I say ‘huge’ because it is huge. Dying has a snowball effect on your team that is much overlooked in favor of selfless flag capping, however many tickets and however much time you might throw away in order to do so.

    Math Is Fun: Revive Rates and Time Wasted

    Although there is some variation, in more than 80% of games on the TG server between 20 and 30% of fallen soldiers are revived. On average, 1 in 4 times a soldier goes down is he revived. That means 3 in 4 times a soldier dies, he is not revived. That is to say, the vast majority of the time you die on the TG server, you will not be revived. Wrap your head around that for a second.

    The average round on the TG server lasts about 19 minutes. The average player on TG’s server dies about 11.25 times a round. This means they actually ‘fall’ about 11.25/0.75 = 15 times a round. 11 times they are down for a full 15 seconds, which adds up to almost 3 full minutes of playtime. Add in the extra 3-4 times they go down but are revived, and you’ve got at least 3 full minutes of a 19 minute round a soldier is out of play.

    Now consider this: of those 15 times you go down, 4 are the number of successful revives. That’s 4 times a soldier had to stop shooting, stop defending, stop attacking… stop contributing to accomplishing a team goal of capping or protecting a flag, and revive you. Then there’s other times in the 11 you die where they try to revive you but don’t manage to in time. Every revive, successful or not, exposes your teammate to a highly elevated chance of getting killed also. One of the first things we teach any new member of the 3rd to do is always grenade or rocket dead bodies to kill any would-be reviver.

    Now I know this is getting bogged down a little bit in math and details, but I’ll sum it all up here in a second. In the average round, due to your getting killed or critically wounded, you are taking yourself and/or teammates out of the playing field for a minimum of 1/5th of every round. This is time you spend lying there waiting for a revive. Time a teammate spends reviving you. Time a teammate spends lying on the ground waiting for a revive because he was killed trying to revive you.

    The average player spends 20% of a round’s time dying or reviving.

    MythBusters: BF2142 Is All About Capping Flags!

    Here’s an interesting fact for you: on the average round on the TG server, between 50 and 80% of the ticket loss is due, not to ticket bleed, but to soldier deaths. Sometimes that number is close to 90%, but it is practically never less than 50%.

    People often become fixated on capping flags, and throw away dozens of tickets in the process. A single gung-ho squad leader who isn’t calculating the cost of his efforts can throw away 30% or more of his team’s tickets trying to cap a flag. Oftentimes this happens in situations where capping the flag has no impact on ticket bleed.

    Scary eh?

    If everyone on your team played more conservatively and cut the number of deaths by even 1/3, that is typically 60 or more tickets. “But wait,” I hear you say. “If I play more cautiously, I won’t kill as many of the enemy.” You are at once both right and wrong. You will kill less of the enemy per unit of time. However because you are dying less, you spend more time actually playing and hence able to shoot (rather than counting down from 15 while critically wounded). This extra time on your feet typically more than makes up for the difference in a little caution.

    Moral to the story is this: even though people might feel like superior teamwork players sacrificing themselves to capture a flag, oftentimes they are doing more harm than good.

    Survivor: Don’t Get Voted Off!

    So step one to become a death-dealing machine is understanding that if you are dead you can’t be killing people. And if you are dead you are pulling a teammate away from killing people also in order to revive you. It’s really a double-whammy! Dead men also can’t cap flags! Knowing this now, start focusing on your death counts in a round. Try to bring the number of deaths down through a more careful playstyle. I’m not saying play scared for the rest of your life, or hide in corners. Just be more careful with your virtual life – be less eager to throw it away.

    Once you understand better how to survive, you can then bring your aggression level up to your comfort level and still die less frequently. People who play with me will tell you I run around like crazy, but I die on average 4.8 times per round, compared to 14 kills per round. And those stats are almost pure infantry – I’ve never spent hours in a roflcopter or apc racking up ludicrous kill numbers.

    One of the major concepts to improve your survival rate is this: don’t fight if you cannot win. There are times you will have to sacrifice a ticket to delay the capture of a flag while help arrives. But most of the time people throw their virtual life away in the middle of nowhere for no real reason. Discretion is the better part of valor. Retreat if you must, and live to fight another day. You’ll be amazed what an effect it can have.
    ....

    Infantryman's Guide: Part 1 - Part 2 - Part 3 - Part 4 - Part 5
    Squad Leader Guide: Part 1 - Part 2
    The Paradigm Shift


  2. #2
    PennyFlame's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    You are giving away the secret thoughts of every good player with this infantryman's guide. Very well written with stats and everything =)


  3. #3

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    Re: Infantryman's Guide Part II: Soldier Efficiency

    very well written. i appalude you
    "If you want to taste the ground, feel free to attack." - Kenshin Himura




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  5. #4
    Imapayne's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    You drink to much coffee.





  6. #5
    <FHC]==0 HighNoon's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    I hope there are several more parts because these are an excellent read.


  7. #6
    Crux's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Quote Originally Posted by Imapayne View Post
    You drink to much coffee.
    Actually I don't drink coffee at all
    ....

    Infantryman's Guide: Part 1 - Part 2 - Part 3 - Part 4 - Part 5
    Squad Leader Guide: Part 1 - Part 2
    The Paradigm Shift



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  9. #7
    Imapayne's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Energy drinks. Man those are nice. Takes a lot of time,nice.





  10. #8
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Is this data collection from when people posted screenshots a few (ok several) months ago?

    Was there a big enough sample size for this information to really be relied upon?

    I ask seriously because I have a horrible K/D ratio... .88, I die A LOT, but I find it difficult to believe that even I spend 1/5th of a round dieing or waiting to respawn.

    As for the Mythbuster's Capping Flag section, there's a huge discrepancy there that's hard to rely on for statistical data, and leads on to question the validity of the other numbers. You're giving a range of 50-90% a 40 point swing in statistical numbers. It feels like you're hedging the numbers to prove your point. I question the theory that capping flags is solely to stop ticket bleed. On a lot of the maps, I see capping a flag as a means to an end. If capping a flag means breaking an opponents stronghold, it's a necessary risk and worth the tickets that need to be thrown at it. Care Bear, taking Church or South Town can obliterate the defending forces strong hold there and position them where it's really difficult to hold the rest of the flags.

    While I agree with what most of what you are saying, I question the facts that you used to compile data.
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  11. #9
    Crux's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Quote Originally Posted by Catman1975 View Post
    Is this data collection from when people posted screenshots a few (ok several) months ago?
    This data collection is from my own screenshots of round-endings on a variety of maps over an extended period.

    I ask seriously because I have a horrible K/D ratio... .88, I die A LOT, but I find it difficult to believe that even I spend 1/5th of a round dieing or waiting to respawn.
    I'm sure you do, but the truth is rarely pretty. Two things to note that make it so that you don't spend 1/5th of a round dieing or waiting to respawn.
    1) You die less than 9 times per round. The numbers I worked off had an average death rate of around 11. That's 30 seconds less right there.
    2) I didn't say the average player spends 1/5th of a round dying or waiting to respawn. What does happen though is 1/5th of a soldier's time is spent dying AND reviving others. In other words you may only spend about 1/7th or 1/6th of the round dying. But you're also forcing other people to spend time reviving you, which lowers their efficiency. In addition when they revive you, they sometimes die in the process, making the whole thing even more inefficient!

    Given this fact, you personally probably spend about 1/6th or 1/7th of the round dying. Less than that if you play Titan, since this is all based off conquest play.

    As for the Mythbuster's Capping Flag section, there's a huge discrepancy there that's hard to rely on for statistical data, and leads on to question the validity of the other numbers. You're giving a range of 50-90% a 40 point swing in statistical numbers. It feels like you're hedging the numbers to prove your point.
    Everyone fancies themselves a closet statistician Look ticket bleed varies depending on the map. On the 'offense/defense' maps ticket bleed accounts for a higher % of the tickets lost... typically between 40 and 50%. On the 'even' maps like Belgrade and Tunis, ticket bleed accounts for far less - typically between 20 and 40%. Even on those maps there is some variation - ticket bleed is less of a factor on Belgrade, which allows for each team to hold 3 flags and hence neutralize bleed. But Tunis one team always has the bleed going, so the flag bleed is a little higher.

    I question the theory that capping flags is solely to stop ticket bleed. On a lot of the maps, I see capping a flag as a means to an end. If capping a flag means breaking an opponents stronghold, it's a necessary risk and worth the tickets that need to be thrown at it. Care Bear, taking Church or South Town can obliterate the defending forces strong hold there and position them where it's really difficult to hold the rest of the flags.
    But these are often tactical considerations people pursue after bleed has stopped.

    While I agree with what most of what you are saying, I question the facts that you used to compile data.
    Question away. I'm not writing this guide to compile the most awesomely accurate statistics on BF2142 ever. Yes there is some margin of error in my figures, but the margin of error is WELL within reason for the purposes of the discussion.
    ....

    Infantryman's Guide: Part 1 - Part 2 - Part 3 - Part 4 - Part 5
    Squad Leader Guide: Part 1 - Part 2
    The Paradigm Shift



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  13. #10
    Crux's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Another thing to note which I should have included in the original post regarding the snowball effect.

    If I am dying, multiple things happen.
    1) I am not shooting, which increases the chances that my teammates in the immediate proximity will be killed by the person I don't kill because I'm dying
    2) I am not reviving, which means my teammates in the immediate proximity are more likely to die also
    3) My teammates are either reviving me (not shooting something, increasing the chances of themselves or other people getting killed) or not reviving me (shooting other people, and hence losing a ticket from your death)

    In essence any time you die there is a ripple effect on your team in the surrounding area. It is far more than a single ticket lost. It can mean a squad being wiped out, and a flag lost. A single poorly timed and unnecessary death can literally be the difference between victory and defeat for your entire team that round. Now obviously the vast majority of deaths are not that catastrophic, but even everyone on a team dying 2 times less a round saves 50 tickets, which is often well beyond the margin of victory or defeat.
    ....

    Infantryman's Guide: Part 1 - Part 2 - Part 3 - Part 4 - Part 5
    Squad Leader Guide: Part 1 - Part 2
    The Paradigm Shift


  14. #11
    Shinigamiryuk's Avatar
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Quote Originally Posted by Crux View Post
    In essence any time you die there is a ripple effect on your team in the surrounding area. It is far more than a single ticket lost. It can mean a squad being wiped out, and a flag lost.
    See, DON'T DIE! Don't jump into a whole squad alone on close combat with your knife or shotty unless you are a 100% sure you are gonna take them all down.



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  15. #12
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    Re: Infantryman's Guide Part II: Soldier Efficiency

    Something to note for staying alive...never use all of your sprint while moving from point A to point B, I always let it drain to 50% and then stop sprinting until it recharges to 100%, it's just as efficent as draining to 0% and letting it go to 100% but you save sprint for when you really need to get out of harms way.



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