Speaking of UTComp...
Two things I'd like to do
1. Fix the Scoreboard. I still get the UTComp Scoreboard when I don't have it checked. It'd be nice to increase the limit from 8v8 on that, and maybe add some stats to it.. I think UTComp doesn't show PPH, while stock one doesn't show PL...
2. Figure out the end of round delay...its calling the right functions, they just aren't working? At very least add broadcast message, end of round, restarting...
UTComp
- Anonymous.
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Re: UTComp
The stock one only shows PL if someone has it; as needed.
- captainsnarf
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Re: UTComp
New version, download here UTCompOmni_1.67.zip
Changes
- Finally, fixed the unreg issue that happens sometimes in second round.
This is on the server.
Changes
- Finally, fixed the unreg issue that happens sometimes in second round.
This is on the server.
- pooty
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Re: UTComp
Excellent.
I still want to do more work on the UTComp Scoreboard:
- Add PPH
- Add additional stats if it doesn't require too many changes
I've found the Deaths/Net stat interesting. So Deaths is how many times you died, Net is (Frags - Deaths). Interesting to see players even with higher PPH have many more deaths, which would mean they are dying alot and would be less effective.
I still want to do more work on the UTComp Scoreboard:
- Add PPH
- Add additional stats if it doesn't require too many changes
I've found the Deaths/Net stat interesting. So Deaths is how many times you died, Net is (Frags - Deaths). Interesting to see players even with higher PPH have many more deaths, which would mean they are dying alot and would be less effective.
- YEAAAHHHHHHHHHH
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Re: UTComp
Yeah I usually can get a good pph or high rank but I die constantly... way more than most. I’d be curious to explore those stats too.
- McLovin
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Re: UTComp
Not necessarily "less effective". I kill myself and die routinely as part of my play. I accomplished my task and need to respawn somewhere else ASAP. I see many players that DO NOT use this strategy and waste time maneuvering to another location. I see that as being less effective. So I wouldn't corrolate high deaths with being less effective.
Re: UTComp
100% correct McLovin! I suicide all the time to get back to where I can quickly grab a vehicle or spawn in to defend a node I know is about to be attacked. And isn't Deaths/Net basically the same thing as Effectiveness % (Frags / Frags+Deaths)? I die quite a bit because I'm constantly at nodes often getting outmanned 3 to 1. I could certainly sit back and snipe more and get far less deaths with more kills, but would that really make me more more effective?McLovin wrote: ↑Tue Nov 14, 2023 11:38 amNot necessarily "less effective". I kill myself and die routinely as part of my play. I accomplished my task and need to respawn somewhere else ASAP. I see many players that DO NOT use this strategy and waste time maneuvering to another location. I see that as being less effective. So I wouldn't corrolate high deaths with being less effective.
In a game where you have unlimited lives, how often you die is not necessarily a reflection of how effective you are. Frags are just kills minus suicides... I think a more telling stat is the kills to deaths ratio on the other stats page, labeled KD Ratio: https://www.omnipotents.com/utstats/onsrankings.php
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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― Mark Twain
- YEAAAHHHHHHHHHH
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Re: UTComp
Truth about the suicide. I'll often suicide right in front of an enemy since I don't want to waste time deathmatching. It's funny when i'll do that with JoeKT and he calls me a pussy while he hangs around at a useless part of the map.
- McLovin
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Re: UTComp
I call that the Man-O-Steel mistake. Being on the wrong side of the map, almost always at a locked node.
- pooty
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Re: UTComp
Yes, but looking at Net of say -22 no one suicides more than a few times.
Respawning takes time, and often there's time to travel from the spawn point to the fight.
Having a net of say -4 wouldn't be so bad, having -22 means you're spending say 3s to spawn, get in vehicle and get in the fight, the -4 spends 12s travelling, the -22 spends 66s travelling so about a minute of play wasted - that isn't fragging, linking, etc.
I am going to add PPH when I get a chance.
I am going to see if I can add other stats like LinkPoints, Node Points and others... but that might be much work (UT basically has an "event" and adds to the score, but doesn't keep track individually. Even UTStats, just keeps a "running" log that doesn't get totalled until match is over and happens off server.
Respawning takes time, and often there's time to travel from the spawn point to the fight.
Having a net of say -4 wouldn't be so bad, having -22 means you're spending say 3s to spawn, get in vehicle and get in the fight, the -4 spends 12s travelling, the -22 spends 66s travelling so about a minute of play wasted - that isn't fragging, linking, etc.
Likely yes. I didn't make the Deaths/Net stat, UTComp did, it might make more sense to use one metric on the UTComp scoreboard. Or make it more clear Frags/DeathsAnd isn't Deaths/Net basically the same thing as Effectiveness % (Frags / Frags+Deaths)?
I am going to add PPH when I get a chance.
I am going to see if I can add other stats like LinkPoints, Node Points and others... but that might be much work (UT basically has an "event" and adds to the score, but doesn't keep track individually. Even UTStats, just keeps a "running" log that doesn't get totalled until match is over and happens off server.