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       #Post#: 1261--------------------------------------------------
       Skill Bracket Data from NA, Previous Patch
       By: deorai037 Date: December 11, 2020, 3:31 am
       ---------------------------------------------------------
       I don't know how other people define skill levels, but in my
       spreadsheet full of player winrate data (375), I arbitrarily
       divided people up into a number of skill brackets based on
       winrate (obviously this is not a perfect measure of player
       skill, but I digress)
       -------- Info about Method/Data set--------------
       Over the course of about 4 months, I casually collected player
       winrate data from most of the games I played on the NA server. I
       recorded the following data: SC2 Handle, Terran wins, Terran
       Losses, Zerg Wins, Zerg Losses, date of data collection,
       possible side notes (such as "bank reset"). Because the data was
       pulled exclusively from the NA server, noticeably, many players
       based largely in EU are going to be missing from this data set.
       Terran W/L rate and Zerg W/L rate were calculated separately;
       there are many players with significant skill disparities
       between the two factions. For obvious reasons, W/L rate was
       defined as (wins as faction) / (wins + losses as faction). This
       is an extremely crude measure of skill that makes broad
       assumptions, but it is a useful measure nonetheless. The
       boundaries between categories are somewhat arbitrary, as I quite
       simply divided the player base into 7 equal-winrate chunks. So,
       the categories look like this:
       New: 0~14% winrate
       Very low skill: 14~28% winrate
       Below Average/Low skill: 28~42% winrate
       Average skill: 42~57% winrate
       Above average skill: 57~71% winrate
       High skill: 72~86% winrate
       Very High skill: 86~100% winrate
       I found this to be an excellent way of dividing up the
       playerbase. A player with a 45% winrate tends to share a lot in
       common with players with 55% winrate, so I found that the
       "average" skill category covered things more nicely when it
       included a broad center (as opposed to having, say, 35~50% be
       considered below average and 50~65% be considered above
       average). The brackets are just about the right size to make
       useful observations about player trends.
       There are many potential flaws with this crude data set (these
       were gathered casually and for personal use). First, players
       with low numbers of games often become outliers, comprising a
       decent chunk of the "New", "High Skill," and "Above Average"
       categories. Second, there are quite possibly a number of
       potential smurfs hiding in the woodworks of the data. Third,
       winrate data can be manipulated in both directions; a player who
       always plays with a guaranteed teammate or clanmate will have an
       inflated winrate compared to a pub player who needs
       significantly higher skill in terms of being able to communicate
       with and coordinate a group of strangers in order to win. On the
       other hand, a player who arbitrarily quits a lot of games before
       victory can intentionally tank their winrate for reasons
       unknown.
       ----------------Analysis-------------------
       There is only one player in my recorded data who ever reached a
       winrate high enough to be counted as "Very High skill:" Najdorf,
       obviously. This is for Terran play; there were no Zerg players
       of "Very High Skill" at the time recorded.
       Of the 375 players in the data set, only 17 players are ranked
       as "High Skill" for Terran. However, some of these players have
       small numbers of games (whether due to smurfing, bank resets, or
       being originally from EU), so if we exclude players with less
       than 30 total games from this category, we end up with 12
       players. Of these 12, one is a known smurf of another (lol, it's
       my alt. I accidentally included my main and my alt, both of
       which have at minimum over a 100 games apiece, in the data set
       separately). So of the 375 players, we have only 11 who are
       "High Skill."
       Brief side note about my alt, I play on it when I'm tired so the
       win rate on RedNova should be lower than my main.
       "High Skill" Terran players, then, represent roughly 3% of the
       NA population. What about "High Skill" Zerg players? Similarly
       to the above, there are about 17 players who are ranked as "High
       Skill" for Zerg by the same crude win rate metric. Of them,
       three have fewer than 30 combined games on Zerg, so excluding
       them from the metric we end up with 14 "High Skill" Zerg
       players. We also have to exclude me, *again*, so that leaves a
       total of 13 "High Skill" Zerg players representing 3.5% of
       players on NA.
       Brief personal note about my Zerg skill level, my skill level is
       entirely relative to pubs, where most Terrans are not that good,
       so as an above-average Zerg player I can very easily crush them
       while making a bunch of really crucial mistakes (unless there
       are multiple above average Terran players and/or I am having to
       teach my partner how to play Zerg, which makes up a significant
       chunk of losses). I am certain I would fare substantially worse
       as Zerg in an all-around high skill game.
       -----------------Terran Skill Bracket
       Trends--------------------------
       Despite how rough of a metric this is, I've found that there are
       certain patterns, playstyles, and in-game decisions that tend to
       be common throughout a skill bracket. The following description
       is for Terran players.
       Most players in the "High Skill" bracket are capable of playing
       very aggressively with early marine pushes, and can easily
       destroy a noob Zerg's base by the 21~22 minute mark while
       playing solo (if not even sooner than that) if they so desire.
       They tend to have fairly strong base awareness and once they
       have established their base's walls and gotten early eco up, are
       nearly impossible to push in. Unless you're able to
       significantly pressure them very early on and force them to stay
       off of 3 gas, they will probably kill you as Terran. To have a
       high T and Z win rate, their micro skills must also be fairly
       well developed enough to handle the early game. They are also
       often much more strategically flexible, able to adjust to the
       situation at hand on the fly. If they are left alone, they are
       able to maximize their greed to emerge into a powerful midgame;
       if they are under pressure, they know how to build just enough
       forces to have some money left over to build a decent economy.
       Even under heavy pressure, high skill players tend to be able to
       hold at least the first outside gas and a fruit farm for the
       first 5 minutes. They are also able to recognize when a Zerg has
       overspent themselves, and swap builds accordingly (i.e., an
       overspent zerg means that t2 marines will be in high enough
       numbers to rip through them mid/late game, so they might not
       rush to try and wipe said zerg with t1s and go for a stronger
       later push).
       People in the "Above Average" skill bracket tend to play
       similarly to "High" skill players, at least, after the 10 minute
       mark. Usually, there tends to be some fundamental skill area in
       which they are weaker -- usually in terms of aggression or
       timing. Still, when push comes to shove, most players in the
       "Above Average" skill bracket tend to know what they're doing
       even if they're not perfect at it. They're usually able to make
       a partial recovery if they're initially focused, and if the game
       drags on late without their positions collapsing they tend to be
       very strong in the late game. By no means are "Above Average"
       players bad, and they make for quite reliable partners most of
       the time, especially if there's a "High" skill player available
       to take the early heat for them.
       People in the "Average" skill bracket tend to have multiple
       fundamental flaws in their playstyle and a poor understanding of
       the flow of the game. Where "High" skill players have a very
       strong, intuitive understanding of how much the other team is
       spending on upgrades (aka, how much their eco is slowed) and so
       when the power spikes of Terran and Zerg are, "Average" players
       tend to be completely clueless with regards to game flow, and so
       they tend to lack a strong plan (ask them, "when do you plan on
       pushing?" and their response is essentially shockedpikachu.gif).
       If the game drags on ultra late, then "Average" players can
       sometimes shine since they'll still be able to field a
       formidable force by late game, but prior to the 30 minute mark,
       it's hard to expect Average players to push beyond their first
       hatchery before then since they don't know how to push a big
       spine without vets or elites. Some Average players also have
       fairly bad micro skills and low awareness, and so it's easy to
       snipe an unwatched side-wall of theirs. When placed under early
       pressure, Average players tend to buckle fairly quickly, and
       have little to no recovery. When given free eco, Average players
       lack the same understanding of greedy terran eco that Above
       Average and High skill players have, so they will sometimes have
       ecos the same size as a high skill player who's been forced onto
       high ground.
       "Below Average" players tend to have severe systemic issues in
       their understanding of the game; their micro skills are often
       remarkably poor, and they build very, very little eco throughout
       the game. They have very little understanding of the flow of the
       game, and more often than not you'll see them attempt to push
       the first hatchery.... at 22 minutes..... with mass reapers....
       after +2 movespeed +4 attack fully upgraded tar roaches are out.
       Actually, "Below Average" players will almost never actually
       attack past the first hatchery, if at all. Unlike Average
       players, who tend to at least have a vague awareness of the fact
       that they'll need to attack the Zerg at some point, "Below
       Average" players seem to not be aware that Zerg Hex is, in fact,
       not a tower defense game, and have no idea what the goal of the
       game is.
       "Very Low" skill players are essentially players who have no
       clue how RTS mechanics work in the first place, or just haven't
       figured things out at all. Sometimes, they will build large
       walls in imitation of better players, but behind those walls is
       just a bunch of empty space, unoccupied by and farms or
       buildings. With some "very low" skill players, there is a risk
       of accidentally killing them off too early as Zerg, because some
       are bad enough at the game that they can't handle split zergling
       rallies; their micro skills are too poor to figure out "hold
       position marines, patrol the battery," thereby requiring active
       effort from the Zerg to keep them alive. You're lucky if a very
       low skill player actually figures out how to construct a one-gas
       turtle wall (a typical hallmark of below average and low skill
       players) that is actually covered, in its entirety, by a
       construction yard's aura. Occasionally, you will find con yards
       built in the hidden back area of the Terran base. Even if they
       do manage to turtle, it is highly unlikely that a very low skill
       player will ever actually ion; their very presence in the game
       is a major boon to the zerg team.
       Also, many "Low" and "Very Low" skill players do not know what
       MIA calls are.
       One of the most fascinating examples of a low skill player is
       one of the Kachinsky-profile barcodes on NA, who has a Terran
       W/L rate of 336/601 (Low Skill) and a Zerg W/L rate of 6/21
       (Very Low Skill). This is a player with nearly a thousand games
       and yet remains absolute garbage at the game. Having played
       against them a few times, I've realized that they can construct
       an impressive looking base that is made entirely out of paper;
       as Zerg, I could safely ignore them up through roaches, after
       which they would inevitably collapse.
       -------------------------Big Number? I
       focus------------------------------
       Many players do not seem to realize that the stat screen doesn't
       actually tell you the level of player skill (it shows you the
       number of wins + (1/4?) the number of losses), and instead they
       see "big number; I focus that guy then."
       Here I will propose multiple interesting effects that arise from
       this misconception based on the stat menu.
       First, high skill players will see their winrates slightly
       decrease as they accumulate more games in their banks. I'm sure
       many other high skill players have already felt this; you get
       focused, it's harder to win under extra pressure, you don't get
       to shine and instead play "Zergling Hell Simulator" for 20
       minutes. This much is obvious.
       Second, and more hilariously, low skill players will see their
       winrates slightly increase as they accumulate more games in
       their banks. This is, however, not really due to an increase in
       player skill (player winrates often tend to stabilize after the
       first 150 or so games). Instead, because a low skill player with
       a big number gets focused more often, they end up taking
       pressure in place of better players on their team (this is, in
       fact, why I started keeping track of winrates in the first
       place). So, a low skill player actually becomes useful because
       they have 7 spawners built on them (because "omg 340 'wins'?")
       while their above average skill neighbors get to eco and carry
       their sorry asses.
       One example of a player in this category is a guy named Jack,
       who I've mentioned elsewhere in these forums. Although this
       player, with 1311 wins and 926 losses, is technically considered
       "Above Average," he is, at best, an average/mediocre skill
       player. He automatically defaults to turtling and has incredibly
       poor recovery from early pushes. I very, very vividly remember a
       game where I aggressively drew off a Zerg player's attention
       thinking it would give him space to re-take his other two gases.
       Nothing. That guy literally got zero units on him for about 10
       minutes straight, and he didn't build a single extra gas. What a
       terrible player, lol. If I hadn't intentionally drawn off focus
       (with a really aggressive early push), I probably could've won
       that on my own.
       Third, high and above average skill players who reset their
       banks to have lower game numbers see their winrates improve.
       This much is obvious; you get focused less by people who don't
       recognize your name, so you can eco harder and are more likely
       to win.
       Fourth, low skill players who reset their banks (under the
       delusion that this will increase their win rate) will actually
       see their win rates TANK. It's actually worse for them that
       they're not being focused, because their team contribution went
       from "resident butt monkey who takes hits for others" to
       "useless load that can't eco even with no pressure."
       ----------------------------------Coordinated
       strategy-----------------------------------------------
       This data set focused entirely on pub matches, most of which
       involved largely random players with relatively small amounts of
       coordination. The observations made about skill and player
       behavior trends are not as relevant when it comes to coordinated
       teams and strategies. For example, it doesn't take much
       mechanical skill to pull off clan Italis' Italis cheese strat
       (which I love dearly because it's so fucking hilarious to watch
       happen), but it does take a lot of coordination and agreement
       beforehand to pull it off. Likewise, mass ion rush is an
       extremely effective coordinated strategy that requires very
       little mechanical skill on part of the players involved (it's
       literally a test of how quickly you can eco up on a small base).
       ---------------------------------Conclusion---------------------
       -----------------
       This concludes a brief analysis of some of the winrate data I've
       gathered and some of the Terran player trends that go along with
       it. I hope this provides some useful perspective on what I mean
       when I talk about "high" skill, "above average," "average"
       players, and I hope it also fosters discussion about what a
       useful frame of reference would be in terms of discussing player
       skill.
       #Post#: 1262--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: Adam Date: December 11, 2020, 3:48 am
       ---------------------------------------------------------
       all in all great analysis, only thing that I can think of that
       is little wrong when compared to what I see in games is how
       above averge put people with 57% in the same category as 70%
       I dont know if its only my impression but I feel that terrans
       with 66% wr push big spines WAY more often (and successful) than
       those with 56%, it seems like only 10% difference but for some
       reason it rly shows in practice
       btw out of curiosity do u have me in your spreadsheet or I
       managed to escape u with my bank res :P
       #Post#: 1264--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: RickSanchez Date: December 11, 2020, 4:54 am
       ---------------------------------------------------------
       in which category am i?  ???
       #Post#: 1265--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: Najdorf Date: December 11, 2020, 6:03 am
       ---------------------------------------------------------
       Najdorf checking in here.  One of the more interesting things
       that i have felt regarding win rate is that i actually win at a
       slightly higher rate on my main account than on my Alternates.
       I find that there are only a few players who can hold focus long
       enough for a player to have their greed kick in without getting
       wiped out by an f2. But there are many players who can build an
       army and do damage if left alone.  So when on my main account i
       just hold focus and even my negative win rate allies play
       average or above average by virtue of not having to deal with
       any problems before they have shatter.  However when i play on
       my alternate other players will get focused and never leave
       their base again, or perhaps rage quit making it much more
       difficult to carry games.
       #Post#: 1268--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: deorai037 Date: December 11, 2020, 7:19 am
       ---------------------------------------------------------
       You were listed in my data set as "possible EU or smurf," Adam.
       If your SC2 handle on NA was "Rickdeeznuts" I also had you
       listed as a "possible smurf"
       Again, it's an extremely crude measure of gameplay skill, but
       cutting the brackets thinner in the middle would mean that the
       brackets would cease to be useful at the top!
       ---------------------------------------------------------------
       I think that's more specific to you, Naj, you have a very
       powerful grasp on little details like stub walls and early micro
       (they add up!) that lets you hold 2/3 gas where even most other
       high skill players would fall back to 1/2 gas. So I think in
       most cases, even if your allies are subpar, you yourself often
       remain a potent force and potential threat throughout the game,
       which wouldn't be the case for most players under heavier
       pressure (who would be able to buy their allies maybe 5~10
       minutes, but would ultimately fall a lot further behind than you
       would). Essentially, the positive effect of drawing aggro
       remains but the negative effect of being excessively heavily
       focused is mitigated by raw player skill.
       I mean.... I only got decent at this game from watching a few
       replays of games I had with you lol my winrate shot up from
       being like 60% to like 80% within like 15 games. Your t1 game
       opened my eyes to the possibilities, there is no spoon
       #Post#: 1271--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: elon.schools@yahoo.com Date: December 11, 2020, 9:02 am
       ---------------------------------------------------------
       adam is hard smurf, he can easily destroy a zerg single handed
       if the zerg does not have skill to match him if. rick is not as
       good but defiantly not someone to leave alone.
       #Post#: 1272--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: Speed Date: December 11, 2020, 9:27 am
       ---------------------------------------------------------
       [quote author=That Strait Smith link=topic=134.msg1271#msg1271
       date=1607698953]
       adam is hard smurf, he can easily destroy a zerg single handed
       if the zerg does not have skill to match him if. rick is not as
       good but defiantly not someone to leave alone.
       [/quote]
       Sorry, but who cannot destroy a zerg when the zerg is way worse
       than you? xd
       #Post#: 1283--------------------------------------------------
       Re: Skill Bracket Data from NA, Previous Patch
       By: ZergTriumph Date: December 11, 2020, 4:32 pm
       ---------------------------------------------------------
       I find it best to quickly check match history of players before
       a game begins, focusing on Structures Razed and Units Killed.
       If a terran has low Structures Razed and Units Killed, you can
       go zerg and safely ignore them.
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