failcheck[RDDT9]•

These are the kinds of players I hate playing with. I feel the point of the match is to win, not boost your personal stats.

Personally, I'll always take a guaranteed cap win over annihilation any battle, even if it came with an exp penalty. I feel one reason that a lot of caps end badly is people don't realize it only registers the first 3 tanks in the circle. The first 3 should cap, and everyone else needs to form a perimeter around them or keep pushing to prevent a decap. I feel like this would prevent the enemy from closing in on cap as easily and literally shooting fish in a barrel.

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StranaMechtyCthrana fhtagn•

Ironically, the easiest way to boost efficiency rating is to get a lot of capture points, so in this image you are the stat booster.

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failcheck[RDDT9]•

TIL. Is there a good link that breaks down efficiency and what goes into it? I check mine every now and then, but I don't really know what it means, other than the higher it is the better.

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StranaMechtyCthrana fhtagn•

Here's a breakdown along with a lot of other stuff. If you don't want to read through it all....

Frags:17%

Damage:31%

Spot:16%

Capture:24%

Defense:12%

Capture is ranked quite high, and it's easy to get cap points. The cap doesn't fire back, doesn't have armor, doesn't dodge, etc.

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StranaMechtyCthrana fhtagn•

I don't think a penalty is necessary, there's already a penalty in the vast majority of the capture victories. Team performance bonus goes down, personal performance goes down, enjoyment goes down. Only thing that really goes up is your efficiency rating, but efficiency rating doesn't buy tanks.

What really needs to be done is better education on what earns players XP/credits. People should know that capture victories are a last resort if there's no other way to win or if you're in some fat heavy and will never be able to chase down that T-50-2 playing ninja warrior.

Edit: I also blame the loading screen tip that says "There are no extra bonuses for eliminating the entire enemy team", which many people misinterpret as "there's a bonus for cap not kills, therefore cap earns more". Technically, no, there isn't a bonus for having killed all enemy vehicles, but there are all the points one earns from removing their hitpoints until they become incidentally dead.

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LokiSnake[IOC_5]•

Well, I think just by having a capture point available as a way to win makes it a viable strategy. The end goal of a typical player in any game is to win, not maximize exp/credits gain per match. That in itself will give people incentive to go for capture victories when they can.

Edit: Below isn't meant to answer anything, but just a small revelation I just had on efficiency as a metric

The heavy contribution capture points make to efficiency reflects this as well, since I feel the metric is for win-effectiveness, where staying alive and contributing capture points does contribute to winning in the end. And people (myself included) don't feel the efficiency metric to be an accurate measure of battle effectiveness simply because it isn't meant to show historical battle effectiveness, instead it's historical win effectiveness.

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StranaMechtyCthrana fhtagn•

instead it's historical win effectiveness.

But it isn't. Efficiency has a coefficient of determination of only 0.67 when compared with win rate. That is a poor measurement at best. If you take only the top quarter of the population, the coefficient drops to a mere 0.36, which is essentially useless.

Source: http://forum.worldoftanks.com/index.php?/topic/184017-actual-statistically-sound-efficiency-formula/

Capping is frequently not a good way to go. It's far too easy for someone to reset cap, it doesn't even require hitpoint damage, just hitting a track will suffice. Capture points are frequently in the open and very flat, so all of a sudden you have no chance of capping it out and are a sitting duck.

Far better to use the advantage in map control one now has to surround the enemy.

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Mini-Marine[RDDT] DC Mini_Marine•

I've actually found getting on cap effective for splitting up a superior enemy force. When you get on cap while friendlies are engaging the enemy elsewhere, often time tanks will break off to come reset.

This gives friendly forces an advantage since they'll find themselves facing less tanks.

And since pubbie coordination doesn't happen, those that return usually come in one at a time, are often already hurt and can get picked off.

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LokiSnake[IOC_5]•

Cool. Didn't know about the statistical analysis done on cap points.

Any ideas why XVM is using efficiency rather than WN#?

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StranaMechtyCthrana fhtagn•

It was the first big metric beyond simple win rate, dunno' why it hasn't shifted.

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FluffyHyenaBlindOwl•

I've just re-read the battle mechanics page, and I wonder if anyone knows what's the range of the team performance factor? It's quoted very often, but its actual value is never given.

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_DimensionDimension[RDDT]•

World of Tanks is a grinding game. You get more for a win then a loss.

So there comes a point to where chasing down a couple of tanks isn't worth the time.

Just cap and move on to the next game.

Not to mention those losses because people refuse to cap.

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coditzaOP•

This made my day, now I can go sleep.

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