# Battlefield Data

**URL:** <https://battlefieldforum.co/t/battlefield-data/102300>\
**Category:** General Discussion\
**Created:** [June 19, 2016, 6:34pm UTC](https://battlefieldforum.co/t/battlefield-data/102300 "2016-06-19T18:34:00Z")\
**Posts on this page:** 18\
**Page:** 1

<div class="post-metadata">

**Author:** ![No1StingerUserUK](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/n/f14d63/32.png) [@No1StingerUserUK](https://battlefieldforum.co/u/No1StingerUserUK)\
**Post date:** [June 19, 2016, 6:34pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/1 "2016-06-19T18:34:00Z")

</div>

So I was just reading this thread: [A collection of Battlefield 4 resources and information](https://battlefieldforum.co/t/a-collection-of-battlefield-4-resources-and-information/100591) and in it there was some interesting information which I will quote below.

> [@](#):
>
> For Conquest Large servers, the average K/D of the winning team used to be 1.185, and 0.878 for the losing team. With the balancer those numbers are instead 1.132 and 0.910, respectively. If we imagine a perfectly balanced game being an average K/D of 1.000 for both teams, then the winning team’s advantage has been reduced by 28.6%, and the losing team’s disadvantage has been reduced by 26.2%. The balancer has especially helped to reduce the very unbalanced rounds. Up until now, the chances of the attackers having an average K/D over 1.5 was almost 10%. The chance of such unbalanced rounds has now halved to less than 5%. This is based on a set of 4,000 completed games from before the patch and 6,000 after, not the CTE.  
> Looking at normal ticket count servers (800 tickets per team), about 33% of all CQL games ended with 450 - 0 or worse. That number is now 24% with the skill balancer. On average, the winning team’s tickets has gone down a bit, but is still in the low 300s.

So, to the point of this thread. Would DICE be interested in publishing more data like this in future in a similar way to how Symthic publishes weapon stats? Some specific stats I would find interesting:

- Average ticket difference in each mode.
- Which side wins most on each map.
- Global average SPM before boosts and Award Score.
- Global average K/D.
- Global average KPM.
- Average player latency.
- % of players playing at above 50, 100 and 150ms ping respectively.
- Most and least used weapons by average Time Used and average Number of Kills.
- Average K/D, SPM and KPM for each vehicle and class.

That’s not an exhaustive list but just off the top of my head. And, of course, make everything platform specific.

These numbers while being interesting to look at would also be useful for reference in the some of the more technical discussions here on the forums.

---

<div class="post-metadata">

**Author:** ![HAGster1969](https://battlefieldforum.co/user_avatar/battlefieldforum.co/hagster1969/32/1715_2.png) [@HAGster1969](https://battlefieldforum.co/u/HAGster1969)\
**Post date:** [June 19, 2016, 6:58pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/2 "2016-06-19T18:58:00Z")

</div>

+1 would help a lot of people to stop talking bollox because there is no hard data to prove things right or wrong.

---

<div class="post-metadata">

**Author:** ![Trokey66](https://battlefieldforum.co/user_avatar/battlefieldforum.co/trokey66/32/103889_2.png) [@Trokey66](https://battlefieldforum.co/u/Trokey66)\
**Post date:** [June 19, 2016, 7:24pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/3 "2016-06-19T19:24:00Z")

</div>

I agree.

Just goes to show though, skill balancer whilst by no means perfect, is going in the right direction.

---

<div class="post-metadata">

**Author:** ![crabman169](https://battlefieldforum.co/user_avatar/battlefieldforum.co/crabman169/32/101567_2.png) [@crabman169](https://battlefieldforum.co/u/crabman169)\
**Post date:** [June 19, 2016, 7:29pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/4 "2016-06-19T19:29:00Z")

</div>

> [@Trokey66](#):
>
> I agree.
> 
> Just goes to show though, skill balancer whilst by no means perfect, is going in the right direction.

It going to be even more balanced now that you won’t be placing claymores everywhere  
To quote 99% of your victims “God dammit” (censored version)

That’s some interesting data.  
If that kind of data, symthic and other stats were available in game in the help/credits section, mint.

---

<div class="post-metadata">

**Author:** ![Trokey66](https://battlefieldforum.co/user_avatar/battlefieldforum.co/trokey66/32/103889_2.png) [@Trokey66](https://battlefieldforum.co/u/Trokey66)\
**Post date:** [June 19, 2016, 7:35pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/5 "2016-06-19T19:35:00Z")

</div>

> [@crabman169](#):
>
> > [@Trokey66](#):
> >
> > I agree.
> > 
> > Just goes to show though, skill balancer whilst by no means perfect, is going in the right direction.
> 
> It going to be even more balanced now that you won’t be placing claymores everywhere  
> To quote 99% of your victims “God dammit” (censored version)
> 
> That’s some interesting data.  
> If that kind of data, symthic and other stats were available in game in the help/credits section, mint.

99 damage, what’s that all about!?

But yes, this data should be more readily available. As Dale says, could prevent an awful lot of crying threads.

---

<div class="post-metadata">

**Author:** ![crabman169](https://battlefieldforum.co/user_avatar/battlefieldforum.co/crabman169/32/101567_2.png) [@crabman169](https://battlefieldforum.co/u/crabman169)\
**Post date:** [June 19, 2016, 7:40pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/6 "2016-06-19T19:40:00Z")

</div>

> [@Trokey66](#):
>
> > [@crabman169](#):
> >
> > > [@Trokey66](#):
> > >
> > > I agree.
> > > 
> > > Just goes to show though, skill balancer whilst by no means perfect, is going in the right direction.
> > 
> > It going to be even more balanced now that you won’t be placing claymores everywhere  
> > To quote 99% of your victims “God dammit” (censored version)
> > 
> > That’s some interesting data.  
> > If that kind of data, symthic and other stats were available in game in the help/credits section, mint.
> 
> 99 damage, what’s that all about!?
> 
> But yes, this data should be more readily available. As Dale says, could prevent an awful lot of crying threads.

I was saying that 99% of your claymore kills the victim said the cenorsed version when you were, I assume, tbagging in the killcam

---

<div class="post-metadata">

**Author:** ![Trokey66](https://battlefieldforum.co/user_avatar/battlefieldforum.co/trokey66/32/103889_2.png) [@Trokey66](https://battlefieldforum.co/u/Trokey66)\
**Post date:** [June 19, 2016, 8:06pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/7 "2016-06-19T20:06:00Z")

</div>

Nah mate, BF1 tripmines only do 99 damage!

---

<div class="post-metadata">

**Author:** ![crabman169](https://battlefieldforum.co/user_avatar/battlefieldforum.co/crabman169/32/101567_2.png) [@crabman169](https://battlefieldforum.co/u/crabman169)\
**Post date:** [June 19, 2016, 8:07pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/8 "2016-06-19T20:07:00Z")

</div>

Rip mate that’s gonna be tough, keep a shovel handy

---

<div class="post-metadata">

**Author:** ![MaChiMiB](https://battlefieldforum.co/user_avatar/battlefieldforum.co/machimib/32/102711_2.png) [@MaChiMiB](https://battlefieldforum.co/u/MaChiMiB)\
**Post date:** [June 19, 2016, 8:46pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/9 "2016-06-19T20:46:00Z")

</div>

> [@](#):
>
> Looking at normal ticket count servers (800 tickets per team), about 33% of all CQL games ended with 450 - 0 or worse.

That’s about what I got when I analyzed 40k battlereports of popular PC CQL servers: [https://www.reddit.com/r/Battlefield\_4\_CTE/comments/421c84/cql\_is\_not\_working\_well\_only\_30\_of\_the\_matches/](https://www.reddit.com/r/Battlefield_4_CTE/comments/421c84/cql_is_not_working_well_only_30_of_the_matches/)

And to be frank that number is horrible! When you look at my stats (linked above), you can see that only 30% of the matches end somewhat close. So 70% of the matches are pretty boring and often decided within the first 5 minutes.

DICE brings in the Behemoths to counter that (a little) but I’m not sure if it works. If the loosing team mans them, they got 7 (8, 9 ?) players less on the battlefield who could capture flags, that’s almost 1/3.

This pretty bad match balance is the biggest problem in BF4, it’s just no fun to get raped or have no real chance to win and this happens in 70% of the CQL matches!

As for the game data:

Most of your suggestions would be pointless, because the mass of noobs destroys stats like

> [@](#):
>
> - Average K/D, SPM and KPM for each vehicle and class.

Those things are way better addressed by the division system BF4 got.

I hope that we don’t need map balance and team balance data in BF1. DICE should learn from flawed mechanics and horrible map balance in BF4 and never do those mistakes again. On the other hand, it would be nice to see how popular a map is and who often one plays which map.

---

<div class="post-metadata">

**Author:** ![TectonicGuns](https://battlefieldforum.co/user_avatar/battlefieldforum.co/tectonicguns/32/103718_2.png) [@TectonicGuns](https://battlefieldforum.co/u/TectonicGuns)\
**Post date:** [June 19, 2016, 8:57pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/10 "2016-06-19T20:57:00Z")

</div>

Great idea!

---

<div class="post-metadata">

**Author:** ![Trokey66](https://battlefieldforum.co/user_avatar/battlefieldforum.co/trokey66/32/103889_2.png) [@Trokey66](https://battlefieldforum.co/u/Trokey66)\
**Post date:** [June 19, 2016, 10:35pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/11 "2016-06-19T22:35:00Z")

</div>

> [@crabman169](#):
>
> Rip mate that’s gonna be tough, keep a shovel handy

Ain’t that the truth!

> [@MaChiMiB](#):
>
> > [@](#):
> >
> > Looking at normal ticket count servers (800 tickets per team), about 33% of all CQL games ended with 450 - 0 or worse.
> 
> That’s about what I got when I analyzed 40k battlereports of popular PC CQL servers: [https://www.reddit.com/r/Battlefield\_4\_CTE/comments/421c84/cql\_is\_not\_working\_well\_only\_30\_of\_the\_matches/](https://www.reddit.com/r/Battlefield_4_CTE/comments/421c84/cql_is_not_working_well_only_30_of_the_matches/)
> 
> And to be frank that number is horrible! When you look at my stats (linked above), you can see that only 30% of the matches end somewhat close. So 70% of the matches are pretty boring and often decided within the first 5 minutes.
> 
> DICE brings in the Behemoths to counter that (a little) but I’m not sure if it works. If the loosing team mans them, they got 7 (8, 9 ?) players less on the battlefield who could capture flags, that’s almost 1/3.
> 
> This pretty bad match balance is the biggest problem in BF4, it’s just no fun to get raped or have no real chance to win and this happens in 70% of the CQL matches!
> 
> As for the game data:
> 
> Most of your suggestions would be pointless, because the mass of noobs destroys stats like
> 
> > [@](#):
> >
> > - Average K/D, SPM and KPM for each vehicle and class.
> 
> Those things are way better addressed by the division system BF4 got.
> 
> I hope that we don’t need map balance and team balance data in BF1. DICE should learn from flawed mechanics and horrible map balance in BF4 and never do those mistakes again. On the other hand, it would be nice to see how popular a map is and who often one plays which map.

Keep reading!

Post team balance patch, that reduce to 24% with average tickets being in the 300s.

---

<div class="post-metadata">

**Author:** ![MaChiMiB](https://battlefieldforum.co/user_avatar/battlefieldforum.co/machimib/32/102711_2.png) [@MaChiMiB](https://battlefieldforum.co/u/MaChiMiB)\
**Post date:** [June 20, 2016, 4:42pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/12 "2016-06-20T16:42:00Z")

</div>

My data was collected after the team balancer was introduced. So it seems on PC it’s even worse than on console.

---

<div class="post-metadata">

**Author:** ![clouseau2112](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/c/cab0a1/32.png) [@clouseau2112](https://battlefieldforum.co/u/clouseau2112)\
**Post date:** [June 20, 2016, 4:52pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/13 "2016-06-20T16:52:00Z")

</div>

I think a lot of the discrepancy in large CQL matches has more to do w/ lack of communication/team organization than anything.

I’m with you all…in that the majority of matches are way too lopsided. IF communication was prevalent, you might be able to talk some noobs…and even some snipers (less likely lol) into focusing more on team play. That said…how do you promote communication more? That’s the million dollar question. Maybe have the ability to talk w/ 2 squads, but not at the same time per say. You know…press a special button, and it switches your game chat to a 2nd squad of choice…say what you need to say, then switch back to your main squad voice chat.

I guess what I’m saying is…DICE’s team balancer formula is obviously not improving the lopsided games enough.

---

<div class="post-metadata">

**Author:** ![Jihad\_Jockey](https://battlefieldforum.co/user_avatar/battlefieldforum.co/jihad_jockey/32/102395_2.png) [@Jihad\_Jockey](https://battlefieldforum.co/u/Jihad_Jockey)\
**Post date:** [June 20, 2016, 4:56pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/14 "2016-06-20T16:56:00Z")

</div>

Makes me wonder why so many people (including me) experienced far more huge ticket wins AFTER the balancer was introduced

---

<div class="post-metadata">

**Author:** ![No1StingerUserUK](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/n/f14d63/32.png) [@No1StingerUserUK](https://battlefieldforum.co/u/No1StingerUserUK)\
**Post date:** [June 20, 2016, 5:13pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/15 "2016-06-20T17:13:00Z")

</div>

> [@MaChiMiB](#):
>
> Most of your suggestions would be pointless, because the mass of noobs destroys stats like
> 
> > [@](#):
> >
> > - Average K/D, SPM and KPM for each vehicle and class.
> 
> Those things are way better addressed by the division system BF4 got.

I don’t know. The data would be used primarily for design and balancing purposes and with those things you’ve got to consider the whole player base, not just the good players. It wouldn’t be too hard to weed out the outliers (15k/d tankers on one end and the people who barely use vehicles and mostly sit in the gunner seat at the other).

---

<div class="post-metadata">

**Author:** ![BGHFlakjacket](https://battlefieldforum.co/user_avatar/battlefieldforum.co/bghflakjacket/32/101328_2.png) [@BGHFlakjacket](https://battlefieldforum.co/u/BGHFlakjacket)\
**Post date:** [June 20, 2016, 8:24pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/16 "2016-06-20T20:24:00Z")

</div>

I think this is a great idea. I do believe that Dice does have most of those stats now, but does not publish them. Many maps are easier depending on which side you spawn on. I would like if they added a stat for your average placement on the roster after a game and make it map and mode specific. If you routinely place in the top 10% in a game then you should get a ranking for that.  
For example, if you score #5 out of 64 players in a game, then you would have a rank of 5 in that gamemode. If you quit, you would receive a rank of 65. This would encourage people to stay in the game and not quit out because it would effect your ranking.

---

<div class="post-metadata">

**Author:** ![KakeHC](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kakehc/32/102458_2.png) [@KakeHC](https://battlefieldforum.co/u/KakeHC)\
**Post date:** [June 20, 2016, 9:28pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/17 "2016-06-20T21:28:00Z")

</div>

Balancer keeps throwing me to losing sides 80% of times. And yes I stay there. More fun to fight for the win.

Something should be done to this wtj problem. Removing the win bonus might be a nice start for any teamswitcher. Or show them on scoreboard as “deserter”

---

<div class="post-metadata">

**Author:** ![KakeHC](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kakehc/32/102458_2.png) [@KakeHC](https://battlefieldforum.co/u/KakeHC)\
**Post date:** [June 20, 2016, 9:30pm UTC](https://battlefieldforum.co/t/battlefield-data/102300/18 "2016-06-20T21:30:00Z")

</div>

> [@BGHFlakjacket](#):
>
> I think this is a great idea. I do believe that Dice does have most of those stats now, but does not publish them. Many maps are easier depending on which side you spawn on. I would like if they added a stat for your average placement on the roster after a game and make it map and mode specific. If you routinely place in the top 10% in a game then you should get a ranking for that.  
> For example, if you score #5 out of 64 players in a game, then you would have a rank of 5 in that gamemode. If you quit, you would receive a rank of 65. This would encourage people to stay in the game and not quit out because it would effect your ranking.

And add this to my previous post! Nice idea.
