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A Deep-Dive into Heat 1

Earlier this week we broke down the results of Heat 1 to you and pointed out some interesting stats. By popular demand, and because we can, we’re zooming in on player and team performance using data. Buckle up and get ready to be hit with facts!

We strongly believe that analyzing data and gameplay footage can improve players individually and collectively, as a team. To entertain that thought, we made sure every valuable, realistically trackable variable was captured by our production team, and released with the purpose of allowing teams to better themselves going forward—whether that be for Armajet Arena or other competitions.

Not quite by chance is it that Moon (9 picks) is preferred by the vast majority of the teams. Snow Base (7 picks), on the other hand, is clearly preferred over Moon and any other map by teams that placed third and fourth, with 54% of their map picks favoring Snow Base. The top-half of both groups, except for Space Soldiers, don’t seem to favor one map in particular. Although Canyon (2 picks) is least favored across the board, it’s worth noting that the top finishers in both groups, Skyrose and Hammers Esports, chose Canyon as their first map pick 100% of the time.

Worth noting is that

  • Space Soldiers favored Moon three out of four times of which two are first map picks;

  • The bottom-half of both groups favored Snow Base as their first map pick 50% of the time;

  • Hammers Esports has not played on Magma at all during the Group Stages.

There’s a clear correlation between a team’s first map pick and their performance, judging by the score overall, which seems to always be better than their performance where the opposite team is allowed the first map pick.

Pickups seem to heavily influence the outcome of a match. Doomslay3r led a research on how Double Damage and Invisibility pickups affect team performance.


#DDjet

An analysis of data associated with Double Damage and Invisibility pickups has revealed some very interesting key points in terms of team strategy and game sense.

While it may seem obvious to some, it has become very clear that both Double Damage (“DD”) and Invisibility (“Invis”) pickups in the hands of a player positively affects individual player performance as well as team performance. Strikingly, 100% of the matches where one and the same player has DD and Invis, have been won by the team the player is on. If you believe in data, this should be your strategy going forward.

What’s also interesting is that DD is of more significance than Invis when teams are going for the win. “DD-superiority”—meaning more Double Damage pickups have been acquired by one or the other team—effectuated a 75% win rate in the Group Stages. “Invis-superiority” allowed for a somewhat less exciting, but still impressive win rate of 57%.

The overall KDA rose significantly when a player acquired one or the other pickup. Invis allowed for an average KDA of 1.53 while DD allowed for a marginally higher average KDA of 1.82. DD and Invis combined allowed for a monstrous 4.10 KDA on average. We’ve found two reasonable explanations for this:

  • At such competitive levels, it’s easier to spot a player with Invis, who will then most likely be targeted. A player with DD is targeted to the same extent, but is harder to kill because of the nature of the pickup.

  • The reason behind why players tend to throw their bodies at Invis as opposed to DD, even if it’s less impactful, is that Invis doesn’t drop after the target is killed but instead disappears. Sacrificing yourself for Invis to deny the enemy team the pickup may seem the better option. DD is especially useful when utilized for a longer period of time.


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EU Group

Avg Score

#

NA Group

Avg Score

2

Tribe Gaming

1125

1

Hammers Esports

1100

1

Skyrose

1100

2

Space Soldiers

950

3

FieryTale

975

3

SWIF Esports

925

4

Les Cancereux

700

4

SmegHead
Gaming

875

Comparatively, EU teams average a higher score per player per match overall than NA teams. What’s most surprising about the EU Group is that Tribe Gaming has a slight advantage in average score over Skyrose while finishing second to the team last named in their respective group. This can be explained by their very offensive, almost reckless playstyle. Clearly high kill games is their vow. Skyrose’s and Hammers Esports’ individual class and strategic dominance allowed them to get clean score sheets and finish on top of their respective groups, which is reflected in the average scores of their teams.

FieryTale, Space Soldiers and SWIF Esports are all very close to each other in terms of average score. The latter two have already contested each other, but seeing one of the two—or both—face FieryTale in the lower bracket should be exciting at the very minimum.

We are thrilled to see how Heat 2 of the Armajet Arena 2019 Spring Season plays out! We promise that you’re about to witness the most nail-biting tournament experience in the history of the game. Keep an eye on our website tomorrow to hear our final predictions going into this weekend.

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