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What are good metrics for a medic's performance?
posted in Projects
1
#1
0 Frags +

Med mains (and coders) help me out

Let's pretend I wanted to rate a medic's performance just off of logs.tf stats (for a coding project)
I clearly want as few drops as possible, but what's a good "range" of effective healing in a 30 minute game, 20K heals?
Deaths are important too but can be due to the team's fault, and I have little to no idea what to expect for ubers, time to build, time before using etc...

Could you guys give me your insight on how you think this kind of information matters when it comes to evaluating a medic's performance?

It's a super crude approach because stalemates are not factored in during long games and tf2 is just a very robust game, but I wanna see what I can do with just the logs.

Also, any tips on working with logs.tf API? Any recs for alternatives?

Med mains (and coders) help me out

Let's pretend I wanted to rate a medic's performance just off of logs.tf stats (for a coding project)
I clearly want as few drops as possible, but what's a good "range" of effective healing in a 30 minute game, 20K heals?
Deaths are important too but can be due to the team's fault, and I have little to no idea what to expect for ubers, time to build, time before using etc...

Could you guys give me your insight on how you think this kind of information matters when it comes to evaluating a medic's performance?

It's a super crude approach because stalemates are not factored in during long games and tf2 is just a very robust game, but I wanna see what I can do with just the logs.

Also, any tips on working with logs.tf API? Any recs for alternatives?
2
#2
13 Frags +

35k+ healing is what you should try to hit every game. (However this is mainly building so dont read too much into it)

As few deaths as possible obviously.

Deaths after charge is a underlooked one it shows your post uber positioning which is very important.

Avg time before building is probably the most important. You want this to be as small as possible. Under 60 seconds is what the top medics hit in prem hit consistently. If you see a medic hit like 45-50 thats really good. Think June hit nearly 52/53 seconds in polan GF.

Deaths near uber is important as well it shows the uber tracking is on point. If you see a medic die a lot near uber they messed up on the tracking.

Advantages lost too

HubertTheFishadvantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.

And obviously kills.

Don't fall into the trap of damage taken being the most important.

So to answer your question:

A good medic performance will have not many deaths, few drops, few deaths after charge, 30k+ healing, 0 advantages lost and a low time to build.

35k+ healing is what you should try to hit every game. (However this is mainly building so dont read too much into it)

As few deaths as possible obviously.

Deaths after charge is a underlooked one it shows your post uber positioning which is very important.

Avg time before building is probably the most important. You want this to be as small as possible. Under 60 seconds is what the top medics hit in prem hit consistently. If you see a medic hit like 45-50 thats really good. Think June hit nearly 52/53 seconds in polan GF.

Deaths near uber is important as well it shows the uber tracking is on point. If you see a medic die a lot near uber they messed up on the tracking.

[s]Advantages lost too[/s] [quote][quote=HubertTheFish]advantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.[/quote] [/quote]

And obviously kills.

Don't fall into the trap of damage taken being the most important.

So to answer your question:

A good medic performance will have not many deaths, few drops, few deaths after charge, 30k+ healing,[s] 0 advantages lost[/s] and a low time to build.
3
#3
-4 Frags +

Basically everything Turbo said, but I'm curious - are you going to use PCA or some sort of dimensionality reduction with the logs.tf dataset?

Basically everything Turbo said, but I'm curious - are you going to use PCA or some sort of dimensionality reduction with the logs.tf dataset?
4
#4
-9 Frags +

The classic.
If you die to 2 rockets your fault.
If you die to 3 its your scouts.

The classic.
If you die to 2 rockets your fault.
If you die to 3 its your scouts.
5
#5
15 Frags +

advantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.

advantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.
6
#6
1 Frags +

winning the game

winning the game
7
#7
-7 Frags +
AimTechThe classic.
If you die to 2 rockets your fault.
If you die to 3 its your scouts.

wrong, it's always medic fault, even if entire team sac on you at same time

[quote=AimTech]The classic.
If you die to 2 rockets your fault.
If you die to 3 its your scouts.[/quote]
wrong, it's always medic fault, even if entire team sac on you at same time
8
#8
0 Frags +
HubertTheFishadvantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.

I think they added large advantages lost to fix that. Granted it doesnt take into account if you have uber but your whole team dies and cant push.

But you are right i didnt think about that.

[quote=HubertTheFish]advantages lost has no meaning whatsoever. if you use uber as soon as you get it you will have 0 advantages lost. if you take ground off of ad it will count as an advantage lost when the other team gets uber. do not look at this stat.[/quote]

I think they added large advantages lost to fix that. Granted it doesnt take into account if you have uber but your whole team dies and cant push.

But you are right i didnt think about that.
9
#9
6 Frags +

I think medic deaths is probably less useful than a ratio of medic deaths/enemy medic deaths. Obviously you could be in a game where both medics are way worse than the average player but both medics having high deaths is often indicative of a very messy game. Also worth noting that dying on medic isn't always bad. Perhaps your positioning caused your death, but it was a conscious decision to position that way. If you're pushing the enemy's last and no ubers are in play, you probably don't position to survive a 3 man sac (as a 3 man sac would likely cause them to lose the round)

I think medic deaths is probably less useful than a ratio of medic deaths/enemy medic deaths. Obviously you could be in a game where both medics are way worse than the average player but both medics having high deaths is often indicative of a very messy game. Also worth noting that dying on medic isn't always bad. Perhaps your positioning caused your death, but it was a conscious decision to position that way. If you're pushing the enemy's last and no ubers are in play, you probably don't position to survive a 3 man sac (as a 3 man sac would likely cause them to lose the round)
10
#10
0 Frags +

Also damage taken is extremely important. IMO the largest separator between even a high invite medic and the few extremely great medics is how they manage their health. Even if you don't die, taking damage means you are either forced to play a little more passive, which will pull your team back, or forced to get a pack, which will slow down your team and/or take packs from your soldiers, which is a much bigger issue than it sounds.

Also damage taken is extremely important. IMO the largest separator between even a high invite medic and the few extremely great medics is how they manage their health. Even if you don't die, taking damage means you are either forced to play a little more passive, which will pull your team back, or forced to get a pack, which will slow down your team and/or take packs from your soldiers, which is a much bigger issue than it sounds.
11
#11
0 Frags +

why even look at the log man just know everything u did wrong

why even look at the log man just know everything u did wrong
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