Jump to content

Welcome to TrollGame Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account

Get our version of NeoGK Mod here for better game online and some other Addons* if you like. For voice&chat communication use our Discord server. Enjoy!!!

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image


>>> The chinese server CN_NTE_GK is NOT affiliated with us. They stole our maps and using them without permission <<<


Photo

Maps statistics

mountandsiege maps statistics

  • Please log in to reply
68 replies to this topic

#61
White_Potato

White_Potato

    Ancient Member

  • Senior Admin
  • 666 posts

Quick summary of the data (only 26-06 to 02-07):

 

Overal:

Defenders won: 440 rounds

Attackers won: 596 rounds

(ratio 1.35 for attackers.  42% for def, 58% for atk)

 

Vaegirs won: 239        (23.1% of the rounds)

Swadia won: 202        (19.5% of the rounds)

Rhodoks won: 196      (18.9% of the rounds)

Nords won: 187          (18.1% of the rounds)

Sarranids won: 159     (15.3% of the rounds)

Khergits won: 53         (5.1% of the rounds)

 

 

Top 10 most frequent maps played:

 

  • Dara Castle - 28 rounds,
  • Hadrian's Wall - 27 rounds,
  • Sebun Castle - 27 rounds,
  • Hill Village - 27 rounds,
  • Nomad Camp - 26 rounds,
  • Viking Fjord - 26 rounds,
  • Roasted Pig - 26 rounds,
  • Landeck Castle - 26 rounds,
  • Howlstone - 26 rounds,
  • Turin - 26 rounds.

 

Most imbalanced maps (atk/ def ratio in order):

 

XBKpPBS.png


  • BlackDeath, Remono and MoB_Apfel like this

#62
White_Potato

White_Potato

    Ancient Member

  • Senior Admin
  • 666 posts

All data together:

 

Defenders won: 1265 rounds

Attackers won: 2145 rounds

(ratio 1.70 for attackers.  37% for def, 63% for atk)

 

Nords won: 745          (21.8% of the rounds)

Rhodoks won: 709      (20.8% of the rounds)

Swadia won: 670        (19.6% of the rounds)

Vaegirs won: 641        (18.8% of the rounds)

Sarranids won: 472     (13.8% of the rounds)

Khergits won: 173         (5.1% of the rounds)

 

Sorted by most imbalanced Atk/Def ratio

 

YJHHqbH.png

 

 

 

 

Most frequent maps since begining of this topic :

 

MlxTPQe.png


  • KingArthur, BlackDeath and Remono like this

#63
Remono

Remono

    M&S police guard

  • Member
  • 50 posts
  • LocationBern

Thanks alot for all this work you guys are doing here. I love these statistics. Damn the mathematician in me...  :D


  • MoB_Apfel likes this

#64
MoB_Apfel

MoB_Apfel

    Member

  • Member
  • 28 posts
  • LocationGermany

Obviously vaegirs are op. In my opinion they are so strong because of their masterarchers, so a good way to nerf them is to set the archer class limit lower than it is yet ;)



#65
Joss

Joss

    Spoiler

  • Ex Staffer
  • 1,062 posts
  • LocationEstonia

Obviously vaegirs are op. In my opinion they are so strong because of their masterarchers, so a good way to nerf them is to set the archer class limit lower than it is yet ;)

vaegir archers are already nerfed in past, in patches they got their scimitars removed, also power of draw reduced by1


卐              
             卐              
          卐          

             卐              

卐           
卐           
卐           
卐           

 

I HATE NIGGERS, KEBABS, ARABS, TEOCLES


#66
MoB_Apfel

MoB_Apfel

    Member

  • Member
  • 28 posts
  • LocationGermany

vaegir archers are already nerfed in past, in patches they got their scimitars removed, also power of draw reduced by1

Even if they have already been nerfed, they are till to strong as you can see in the statistics.



#67
BlackDeath

BlackDeath

    The Mongol

  • High Admin
  • 3,881 posts
  • LocationFlying around in space

Even if they have already been nerfed, they are till to strong as you can see in the statistics.

Only strong that archers have is BOW (others are really bad in comparison and don't have even a poor weak shield), so if this weapon is good+ok and they are archers... where is the problem?

against them use shields and tell to your ranged team that aim them instead others :D :archery: :crossbow 2:



#68
MoB_Apfel

MoB_Apfel

    Member

  • Member
  • 28 posts
  • LocationGermany

Only strong that archers have is BOW (others are really bad), so if this weapon is good+ok and they are archers... where is the problem?

against them use shields and tell to your ranged team that aim them instead others :D :archery: :crossbow 2:

 

Yes, but you cant fight them when there are fifty of them shooting from all the sides. So it would be good to set the archerclasslimit lower. There are just to many of them.



#69
BlackDeath

BlackDeath

    The Mongol

  • High Admin
  • 3,881 posts
  • LocationFlying around in space

Yes, but you cant fight them when there are fifty of them shooting from all the sides. There are just to many of them.

This is same that say: There are many infantry "shielding" gate and is impossible to pass them...

This is the meaning of "teamwork" in siege (and battle too), and for this happens must be more than 5... 10... 15...  20...  25... ??

(Most of times there are no more than 25 ranged in each team)

 

The difference is: that 25 troop (whatever is) doing a good strategy (teamwork) instead of running alone around map thinking that are heroes, make it (win round/s) possible :rolleyes:

 

Then why attackers win more rounds?... (I mean for balanced maps ofc)

Maybe because they only focuse in get flag as final option and all their teamwork is focused around this target too, but defenders need make a "fast" strategy for each casttle, then they go scattered around map to cover all possible entrys and time runs against them always?

They (defenders) should go OUT casttle to fight (as first option), because doing this, they get more time to respawn after die (the time that attackers need to reach flag), to reach/defend the flag in next respawn if necessary.

When this happened in many rounds that I saw, defender's strategy was better than in others where they was almost "stucked" near flag from beginning or round...

They should have a "mixed-options" in mind between this 2 things: outdoor and flag.

 

 

ps: I know that this is off-topic now, but if (any of) you think that these ideas can improve for defenders, move or copy-paste post here: http://community.tro...-fight-academy/


  • MoB_Apfel likes this





Also tagged with one or more of these keywords: mountandsiege, maps, statistics

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users