Advanced analytics for CS:GO

In this article we discuss some features that could be added in the future to truly bring advanced analytics to our favorite game.

Though it's unquestionable that statistics have furthered our ability to analyze Counter-Strike, just like any sport, there are still plenty of critics who do not believe numbers capture the true essence of the game.

They aren't exactly wrong - there are a number of things that numbers cannot, and likely never will be able to catch - but features could be added that would make statistics much more powerful tools in analysis.

After tweeting a few ideas during the playoffs of SLTV StarSeries XII Finals, I have included some more suggestions in this article for metrics that if added would paint a better picture of players and teams.

When extending these statistics to teams as a whole, we could characterize teams using the advanced statistics and better understand what it is that makes each of them tick.

Statistics aren't meant to replace watching matches. However, no one in the world can watch every point of view of every match, and that's why we need statistics to better understand what we can't see.


Current statistics are good, but we shouldn't settle for good 


Crosshair placement

Currently this is one of the skills that is only judged from watching the games. There is nothing wrong with it, but seeing as it is one of the most important skills in the game - and one that can be a huge difference maker among similarly skilled players - it would be interesting to be able to track it with more accuracy. We could get that metric by implementing something that calculated the number of pixels a crosshair is moved on average within X seconds before a kill. Similar info is already presumably used in the "X saved Y" feature.

On the contrary, high values for crosshair movements before a kill would showcase a precise flick aim, something that would surely allow us to evaluate more erratic players such as Aleksandr "s1mple" Kostyliev a little better. In either case, it would be interesting to analyze different aiming styles and when evaluating young players who are just getting started, it could be one of the future metrics for trying to figure out which of the youngsters could actually make it big in the future.


Ease of kills

Right now we know players like Christopher "GeT_RiGhT" Alesund and Vincent "Happy" Schopenhauer are primarily lurkers and get an awful lot of what we deem as easy kills. But those kills are easy, for the most part, only because their positioning is so smart that they get to shoot at people's backs or their sides. The way we could measure this would be to add a metric that would judge whether a kill was scored from outside of the opponent's field of vision, allowing us to calculate statistics around it.

A second way to interpret this statistic would be finding out which players, if any, are only able to get these easy, or smart, kills. There are surely players who get the most important and impressive kills - such as entry frags - and there are others who sneak by with the easy kills, yet wind up with similar numbers on the scoreboard. This kind of metric would help us separate those kills.


Kills versus saves, force buys and buys

With money spent now a common figure in the Counter-Strike spectator HUD, it should be a no-brainer to finally separate kills by how much money a player's opponent had spent on equipment and guns that round. We could then find out which players are eco-cobras in feeding season, and which ones actually tend to contribute most against well equipped opposition.

In addition to figuring out an opponent's equipment level, equally interesting would be to find out how much money the player scoring a kill has spent. By getting this data, we could then figure out just how effectie certain players and/or teams are on those second round buys in comparison to their opposition, whether Na`Vi really are the force-buy kings with their Galils, and more.

 

Flashes leading to a kill

One of the statistics that could showcase the value of role players much better than anything we have today, we should be able to calculate how many kills were scored while opponents were blinded by a player's flashbang. This way we could directly credit players for the so far unthankful job of holding out a pop flash for their teammates, who then get to enjoy the fruit of their labor.

In a case where the player scoring the kill were not the one who threw the flashbang, it would not be wrong in my opinion to also credit the flashbang throwing teammate with an assist, making that statistic more interesting and also much more relevant than it is today.

 

Time spent/deaths flashed

A fairly minor statistic that wouldn't be game changing, but if we knew the time in seconds a player spent flashed - and the deaths that took place while the player was blinded - it could give us a better understanding of players who are able to best avoid opponent's use of flashbangs. Position plays a huge role here - and this would need to be broken down by half - but it would give us more knowledge about individual players' styles.

 

Overall grenade damage dealt

Throwing flashes and smokes is a fairly unappreciated job, but the metric described above would let us at least judge players who help their teammates out. In addition, we should be able to judge the effectiveness of a player's HE grenade and Molotov/Incendiary grenage usage by tracking how much damage they deal using those grenades on average per round, and per throw.

The former would better showcase the effectiveness in the sense that sometimes you may buy them and not be able to even use them, so you would get punished for that - whereas in the second you could only see how much damage is actually achieved per each grenade you use. Both would be interesting metrics, and would give us a better understanding of one of the many variables that are currently very hard to judge.


Average Damage per Round statistics

This is a statistic that existed during GotFrag's GameSense days - and both CEVO and ESEA still include it - but was scrapped later on because while HLTV.org started parsing statistics from demos, getting the ADR information required server logs, which were a scarce commodity in the late Counter-Strike 1.6 days. However, today virtually all statistics are parsed from server logs, which should give us a chance to bring back the ADR numbers, thus showing us which players deal the most damage to the opposing team.

 

Entry frags statistics

Entry frag statistics are often quoted before important matches on our Twitter account, but they must become a standard in the future so we can get a proper breakdown of entry fraggers. Standard profiles should include at least a player's entry frag statistics on both sides - including the all-important ratio, which is what Adam "friberg" Friberg, a volume entry-fragger, is often criticized for - and possibly a weapon breakdown as well.

Most importantly, and this is something that I will touch on more later on, is we should be creating heat maps out of entry frag statistics to find out where players are scoring their entry frags and where they are dying. Building teams and recruiting players would be a lot easier if things such as this could be figured out from analytics before actually spending time together on the server, as it would give players a good understanding of others' capabilities beyond their selective memories and highlights clips.

 

Kills within X meters of a smoke

This metric could judge how effectively a player uses smokes to their advantage. In essence, it could show whether smoke play is a net-positive or a net-negative for a player by showing how often a player dies within close range of a smoke versus how many kills a player gets within close range of a smoke. This may not sound that interesting to some, but players such as Niklas "niko" Johansson exceled within smokes in 1.6, and in CS:GO they play an even larger role.


Passive or aggressive fraggers

A metric to measure how much a player moves - excluding strafing back and forth, but rather in terms of actual movement on the map - right before a kill on average could give us a better understanding of what type of players people are. This statistic would give us an idea of whether a player is the passive type that prefers waiting for kills to come to them, or the aggressive kinds who actively go seeking for kills around the map.

In addition, with a heat map system figured out properly, we could set up certain zones across the map - for example, by how long it takes to get there from a spawning point - and calculate players kills in all of those areas. It would then allow us to separate aggressive AWPers such as Jesper "JW" Wecksell from far more passive ones, such as Aleksi "allu" Jalli, using statistical measures.

 

Anti-AWP specialist

This metric could be split into two halves - one for rifles, and another one for snipers, including the big green - but in essence it would track who are the most efficient players in taking down AWPers. If we went into detail, it could still be broken down to two further halves, one in which you only count kills against an AWPer who has his scope out at the time of the kill, and another where he has taken his AWP out in the past X seconds to make sure it's still a relevant situation.

With many of the world's best players now at least adequate AWP users, if not full-on snipers, it's important to be able to win duels against the snipers or at least neutralize them using other measures. As such, a statistic to measure just that would give us valuable information that could be used to judge players, and perhaps even more interestingly, teams, who are best able to take out their opponents' AWPers.

 

Accuracy of spray

We often give huge amounts of credit for players such as GeT_RiGhT for their spraying skills, and rightly so - only selected few were able to control their bullets as accurately as him, but with more than a decade of Counter-Strike under our belts the best way to measure that is still the old eye-test. That should not be the case, as it should not be too hard to implement a statistic to properly measure this as well.

Instead of watching demos, replays or highlights to judge how goood players are at spraying, we could simply add a metric that would judge how many bullets - over a pre-determined limit of what is conceived as spraying - it takes a player on average to score a kill. Naturally this would have to be broken down per gun, but would it not be interesting to find out who are the best sprayers with a FAMAS, a Galil, an AK47 or either of the M4s?

 

Traders and tradees

One important aspect of terrorist side play is being able to trade kills. That involves two players - the one going in first and dying, as well as the second one trading the kill. Both are important roles in being able to take over areas of maps - which translate directly to round wins. It follows then, naturally, that we should be able to track how successful players are in both roles - and how often they play either role, giving us some team-wide information on styles as well.

If we know how often a player trades a kill we'd obviously understand his ability as a trader - though we'd have to carefully decide on the criteria of how close said player is to his teammate dying - and on the other hand, getting traded is not an issue on the terrorist side in even numbered situations, which means if a player never extends too far to not die without getting traded it's valuable for the team. This is one of the statistics that fans bring up to support entry-fraggers, so we should be able to properly measure it.

 

Pointman into bombsites

Fans often make excuses for players by saying they always run into bombsites first and therefore cannot be expected to put up big numbers. The trading kills statistic would already address it partly, but in general it would be interesting to know how often a player enter into a site from a given chokepoint first on his team. It's a statistic to be combined with e.g. ADR or KPR (kills per round) to paint a full picture, but it would already be interesting to know how late players in general enter bombsites to define roles more accurately.

 

Bomb plants in A and B

This is hardly an advanced statistic at all - yet it currently is not being tracked - and it would add valuable information to fans, casters and followers. Knowing how often any team plants the bomb in either bombsite would give us the split in how often a team attacks either bombsite. In any given match it wouldn't add much value, but we would learn overtime clear trends of which bombsites on each map every team prefers, thus giving us a better understanding of their gameplan.

 

Fake salesman

Another role that gets no mention on the scoreboard is being one of the players selling a fake in another bombsite, thus almost guaranteeing a sudden and unpleasant death, while his teammates gain free entry to the other bombsite and thus get to enjoy the advantage of opponents having to run to their screens. By setting up entrance trackers to bombsites' choke points, which would be used to track who is first into sites as well, we could see how often players fake other bombsites in a given match.

This metric would require some careful planning to make sure it tracks what we're hoping it would track, but once accurate enough, it would bring us a whole new level of detail to player roles and their importance to teams outside of what is visible on the scoreboards.

 

Area of kills and deaths

This is possibly the most interesting statistic out of all the ones I have listed here, and pre-existing heat maps could already provide us them. If we could generate heatmaps as we wanted from a specific set of matches, we could find out first of all which areas of maps players are most effective on, which they aren't so strong on, which players generate most of their kills as terrorists after entering bombsites, in after plant situations, and which ones clear the way for their teammates.

It would also help us see clear trends in teams' play, and would help teams' coaches come up with better gameplans against their opponents, thus leading to a higher level of play in general among the competition. Another way to use this data would be to compare players strengths when building teams to make sure everyone's favorite killing spots do not overlap, thus making sure that a team would be well rounded with that set of players.


Heat maps already exist - we just need to make them useful 

 

Together with these new metrics and changes, it is also up to us to revamp our system so that it's easier to dig up all of this information - and filter it using a number of criteria, including country, age, and all statistics.

Got other ideas that would measure players skill or contribution to their team wins not mentioned here? Leave a comment below to share your thoughts and some may end up as reality.

Follow HLTV.org's @lurppis_ on Twitter. 

France Vincent 'Happy' Schopenhauer
Vincent 'Happy' Schopenhauer
Age:
27
Team:
Rating 1.0:
1.06
Maps played:
1442
KPR:
0.74
DPR:
0.67
APR:
0.12
Finland Aleksi 'allu' Jalli
Aleksi 'allu' Jalli
Age:
27
Team:
Rating 1.0:
1.10
Maps played:
1391
KPR:
0.75
DPR:
0.64
APR:
0.11
Sweden Christopher 'GeT_RiGhT' Alesund
Christopher 'GeT_RiGhT' Alesund
Age:
29
Team:
No team
Rating 1.0:
1.10
Maps played:
1611
KPR:
0.75
DPR:
0.64
APR:
0.15
Sweden Jesper 'JW' Wecksell
Jesper 'JW' Wecksell
Age:
24
Team:
Rating 1.0:
1.06
Maps played:
1597
KPR:
0.74
DPR:
0.68
APR:
0.14
Sweden Niklas 'niko' Johansson
Niklas 'niko' Johansson
Age:
-
Team:
No team
Rating 1.0:
0.00
Maps played:
0
KPR:
0.00
DPR:
0.00
APR:
0.00
Sweden Adam 'friberg' Friberg
Adam 'friberg' Friberg
Age:
28
Team:
No team
Rating 1.0:
0.99
Maps played:
1509
KPR:
0.68
DPR:
0.67
APR:
0.16
Ukraine Aleksandr 's1mple' Kostyliev
Aleksandr 's1mple' Kostyliev
Age:
22
Rating 1.0:
1.23
Maps played:
1060
KPR:
0.85
DPR:
0.66
APR:
0.10
nice
2015-06-24 19:47
Nice
2015-06-25 19:23
nice
2015-06-25 21:58
very nice
2015-06-24 19:47
.D
2015-06-24 19:47
#8
 | 
Poland xWangan 
nice1
2015-06-24 19:47
Good job
2015-06-24 19:47
lurrpis plz
2015-06-24 19:47
nice
2015-06-24 19:47
n1
2015-06-24 19:48
n123
2015-06-24 19:48
lurppisgod
2015-06-24 19:48
nice one lurpp1s
2015-06-24 19:48
#17
 | 
Brazil mth^ 
yes!
2015-06-24 19:48
n111 gj lurppis!½!
2015-06-24 19:48
n1
2015-06-24 19:49
i wish we could get some nice stats not only on hltv but for ourselves in the game, maybe they will think about it if they will add source 2 but well, probably both not gonna happen xd
2015-06-24 19:49
would be awessome both to happen!
2015-06-25 22:23
i read the whole thing nice one
2015-06-24 19:49
Oh yeah, add all these features pls!
2015-06-24 19:49
gjgj
2015-06-24 19:49
how much?
2015-06-24 19:49
#25
 | 
Poland Carry Potter 
NS
2015-06-24 19:49
Move tgis to the blogs maybe
2015-06-24 19:50
#146
suNny | 
Finland m1skaa 
Move yourself out of HLTV maybe
2015-06-24 21:05
#159
 | 
Portugal dracø 
careful, I got banned in the nip's problems post for a comment like this xD
2015-06-24 22:04
while current medicine doesn't believe brain cancers can be contrapted online, we take precaution and sometimes get rid of people so obviously lacking basic thinking skills that their brains must be mushed by giant tumors.
2015-06-24 22:42
#169
 | 
Portugal dracø 
That was deep.
2015-06-24 22:44
#27
World bwar 
You guys remember that time Lurrpis made that list of things NiP needed to do to regain top form and then the did none of those things and immediately crushed 3 straight matches in the same day?
2015-06-24 19:51
yeah it was like years ago man, i think he's changed man now. Kappa
2015-06-24 19:56
that's 3 matches though, besides if I recall correctly didn't he say "xizt should suck it up and do the calling". Didn't that just happen prior to those 3 matches? ;)
2015-06-24 20:03
yup but i think nip had already made up their mind about going back to xizt
2015-06-24 22:46
Being top means that you win 3 online matches in a row? Hltv strikes again!
2015-06-24 20:13
#105
 | 
Finland siloquez 
Remember when lurppis suggested allu to nip? oh yaeh...
2015-06-24 20:22
Ye and look at them now. Been playing shit for months. GG lurpiss.
2015-06-24 21:04
So f0rest and fribergs dip in form is allu's fault?
2015-06-25 15:36
He said Xizt should start calling again. Xizt started calling again. NiP won three online matches. Damn, how dumb are you? rofl
2015-06-24 20:51
that was obvious to everyone xizt should be calling, and if you think they changed because lurppis said so... just lol
2015-06-24 23:57
Of course he doesn't think they changed because lurppis said so, but one of his suggested solution appears to correlate with them being successful again. I.e., his analysis is lent credibility.
2015-06-25 12:46
#28
allu | 
Finland Fherrera 
lurppis, main man of hltv!
2015-06-24 19:51
Cost per kill, 1vX kills are big ones. More data should be collected around the economic aspect of the game for sure. It would also be interesting to see something like cost of equipment at death - this would show which players are buying up nades every round and not putting them to use!
2015-06-24 19:51
I'm certain cost per kill is already a stat ingame or something. I've definitely seen it before...
2015-06-24 20:37
Esea is using the 1vX I think?
2015-06-24 22:46
Half of these are simply useless. Who gives a fuck about "Ease of kills, Kills versus saves, force buys and buys, Flashes leading to a kill, Time spent/deaths flashed, Average Damage per Round statistics, Kills within X meters of a smoke, Anti-AWP specialist, Bomb plants in A and B"
2015-06-24 19:51
lurppis give a fck
2015-06-24 19:55
People that play and watch CS.
2015-06-24 19:58
+1
2015-06-24 20:38
Actually team captains (coaches) do. Just imagine how much easier it is to structure knowledge acquired from viewing demos. Coupled with heatmaps, this would enable them to pick up trends which would otherwise be not so easy to sum up after watching 1000s of rounds.
2015-06-24 20:09
+1
2015-06-25 08:18
Average Damage Per Round, flash leading to kill, kills versus saves etc. are really useful. So I guess you're just stupid.
2015-06-24 20:25
Most matter and help to understand what each player does ingame and understand their playstyle. Some are trivial and would just be fun facts, but dismissing them as useless and saying no one cares is a stupid statement.
2015-06-24 20:39
indeed,the only thing you need to know is how to open a scoreboard and create a thread where you wanna cut the bottomfragger of the loosing team.
2015-06-24 20:41
lmao +1
2015-06-24 20:51
They should add a button on the scoreboard to automatically create that thread on HLTV.org!
2015-06-25 08:20
#188
 | 
Portugal antCB 
people betting, for example. sometimes KDR/(A) and round count isn't enough.
2015-06-24 23:37
you shouldnt think. just a suggestion.
2015-06-25 01:35
you are clearly the one who only looks at scoreboard and judge players because of it...
2015-06-25 02:14
progress
2015-06-24 19:52
#32
World xdp_ 
nice
2015-06-24 19:52
yup
2015-06-24 19:52
sick, gj
2015-06-24 19:53
n1
2015-06-24 19:54
love this idea
2015-06-24 19:54
nice nice
2015-06-24 19:55
Almost impossible but gl
2015-06-24 19:55
Follow HLTV.org's @lurppis_ on Twitter.
2015-06-24 19:56
to long to read, but gj
2015-06-24 19:56
#48
xosht | 
Georgia xosht 
nice
2015-06-24 19:57
#49
Poland vaph 
n1 lurp
2015-06-24 19:57
#51
Edward | 
United States kUcheRR 
sick stuff
2015-06-24 19:57
#52
f0rest | 
Serbia dankooo 
I dont see that soon
2015-06-24 19:58
This is way better than his NiP article.
2015-06-24 19:58
#55
 | 
Spain Alser 
Lurppis probably started typing this when the Kinguin vs Rock match was supposed to start
2015-06-24 19:58
#56
REAL | 
Norway kakkopp 
Realy good
2015-06-24 19:58
gj buddy!
2015-06-24 19:59
very NICE
2015-06-24 19:59
A couple other statistics would be nice like, *after plant clutches/retake clutches *average money spent per kill *Camping statistics, amount moved versus round time. *Rounds lost by running out of time (lol navi) *Average round time on T-side
2015-06-24 19:59
*average money spent per kill This would be so interesting to see
2015-06-24 20:17
+1 for average round time on T-side
2015-06-24 20:52
Wow. You should write a thesis on this :D
2015-06-24 20:02
cool stuff - i wish some of these things affected esea rws and hltv rating if someone kills a guy that i flashed i want at least half that RWS -.- frags or damage on players who die earlier in the round should always count for more also, just a small scale though. like normally 1 kill (100 dmg) is 20 rws for that round, but the first kill should count for 25 and go down until the last kill which counts for 15 also the amount of value the player you killed is holding should count to get rid of eco frag rws warriors
2015-06-24 20:03
#66
NEO | 
Poland camarpl 
nice article but some of those seem too good to be true
2015-06-24 20:03
Is this a friendly nudge or something? :/
2015-06-24 20:04
#70
 | 
Poland Redrumowy 
lurpiss wants you to let him gather all those data by himself
2015-06-24 20:04
Pretty much lol Good luck with that impractical shit.
2015-06-24 20:05
#91
France Saty 
this is a valve job, not hltv...
2015-06-24 20:13
seeing if i can scare you back into the real world, there's some solid additional ideas in comments already too...
2015-06-24 20:13
shots fired and not registered
2015-06-24 21:49
Nomad was on a ladder, so all the shots have been going through his head.
2015-06-25 07:27
CMON VOLVO, MAKE HLTV FINALLY 128 TICK!
2015-06-25 12:10
The stats, simple as they are, often aren't added already lmao
2015-06-24 20:04
Oh my god, HLTV finally realize they are wasting their datasource and stats by doing 1996-like basic stats. I said that already during the HLTV Top20 and even contacted Tgwri1s for suggestions & stuff, I thought that HLTV was closed to modern&advanced stats. By the way, I started months ago working on my own project of advanced CS:GO pro matches analysis & stats. Contact me if interested lurppis. ;)
2015-06-24 20:05
I think having a stats section that is online and working is more important than requiring perfection and getting nothing out the door.. Fact of the matter was that getting damage info for instance was not feasible, so basing the stats section on this made no sense. Same with much of this placement and movement stuff that lurppis is suggesting, that is only obtainable from demos, something that we are not always able to acquire.
2015-06-24 20:08
I am myself working with demos. Even if you can't get 100% of the demos, that's usually enough on middle/long term to provide decent results. I agree for the damage though, I don't even know yet how to get it from demos, damage is only printed on clients (maybe its writen on gotv text, if there is, don't know). For the flashes it would be hard as well since you can't 100% link a player flashed to the player that threw the flash. But with very simple additional data (such as killer/dead location, kills timestamps and equipment value) you can already get interesting stats. I've already looked into players movements, but that's really a lot of data and that's not scalable (would lead to GB if not TB of data over all matches), and that would be even worse for viewangles. But you can maybe at least extract small metrics just like lurppis is proposing, the average crosshair movement, player movement on the map before a kill etc. All of this is doable, almost easily doable. The main issue is to feed the database with new matches and to have a solid server and a database hosting the data.
2015-06-24 20:19
"For the flashes it would be hard as well since you can't 100% link a player flashed to the player that threw the flash." Of course you can, just requires advanced demo processing.
2015-06-24 23:42
Yes and no. It's only a "best guess". Currently the parser takes the event "player_blind" to find blind players and if a flashbang detonates, it considers that this was the source. If somehow another flash on the same tick is processed after, it will say that none went blind from it. It could be reduced by checking the locations, but still, only "best guess". Also, the source code assumes that the event player_blind is thrown only on flashbang's detonation, so you either can't know for how long, or the event is thrown every tick a player is blind, increasing the risk of errors in linking detonations to blind players. That's not because you see it, in a demo, that a player is blind, that everything is written in it. Some information is calculated while playing the demo.
2015-06-25 01:47
I've no idea about current possibilities of demo processing, actually I don't know anything about it at all. It seems that you just take printed information from the console or what? (edit: nevermind just saw the other comments) But what I mean is: if someone builds an advanced demo processor that takes the map and demo as input, you can say for sure who threw the flash that blinded someone.
2015-06-25 18:14
#189
 | 
Portugal antCB 
pretty sure, but I could be wrong (mind you), that there's someone out there who made a demo parser to extract data from demos. I mean, heatmaps and stuff, they had to be made somewhere, and there's the possibility you can extract those other stats/numbers/infos from demos the same way.
2015-06-24 23:41
I know, I've worked a bit with them and I'm using their parser ( github.com/EHVAG/demoinfo ). But demos are actually partially incomplete (missing or altered data) and some data are hard if not impossible to get. For instance, you can get the player that thrown a grenade except if it is a molotov. No reason, just missing. So far their parser doesn't provide info regarding damage delt. They sometime "discover" things in demo, so maybe they'll someday find it, but I doubt it. Demos are good, much better than console log, but they have short limits.
2015-06-25 01:38
#210
 | 
Portugal antCB 
very interesting! maybe someday (hopefully) Valve releases official tools to debunk all those infos in demos. seems kind of stupid from my POV to keep those tools away from sites like HLTV/gosugamers/etc. and the community itself (or at least the part of the community that follows the competitive scene). it's not like statistics aren't a big part of CS, and it's not like they could achieve what they've achieved this past (close to) 3 years without "us" :)
2015-06-25 01:48
#211
 | 
Portugal antCB 
and to finish of, the new "statistics" area would need some AI algorithms for some of those "stats" (or some machine learning algorithms). ^ but that shit is actually masters/doctorate material .
2015-06-25 01:50
Valve don't develop tools, external people do. And if all the data remains available in a database, you shouldn't need machine learning. To detect abnormal behaviour there are simpler/lighter method (such as clustering). Even linear analysis would do the trick. The "good spray" for instance, plot the hit% vs the # of occurences, you will quickly detect kind of gaussian, so everything before and after the gaussian pattern will be abnormal behaviour. You can then set a static min/max threshold or you can do a realtime analylis.
2015-06-25 08:05
gj
2015-06-24 20:05
Very good ideas i hope they will be used in the future.
2015-06-24 20:05
cool ideas nice article
2015-06-24 20:07
Some of them are pretty hard to setup and can wait. But "Ease of kills", "Kills versus saves, force buys and buys", ADR, Entry Kills, "Traders and tradees" and "Anti-AWP specialists" are really important to determine the worth of every players equally and don't require any tracker on the map or whatever. Heat maps and statistics about which bombsites each team went to plant to are also really good stats for commentators.
2015-06-24 20:07
good points...now lets wait 10 years to volvo implement it.
2015-06-24 20:10
Impressive
2015-06-24 20:11
If only we could get all of this but it'll take time I'm afraid but all good stats here!
2015-06-24 20:11
The best stat to add or modify is the cost per kill stat. Total damage done per player (max 100) divided by the cost of your kit multiplied by the cost of their kit. There isn't any stat to show that allu shouldn't be cut. I guess they'll have to bomb out of another major first. Nobody on nip does less to help his teammates get kills than allu there could be a stat for that too.
2015-06-24 20:11
nice lurp, i was about to whine about the quality of the analysis in cs go. this is exactly what we need. Lurppis>Thorin confirmed
2015-06-24 20:12
old de_train
2015-06-24 20:12
very nice article
2015-06-24 20:14
Gj Lurp<3
2015-06-24 20:19
gj
2015-06-24 20:21
#108
 | 
Poland Mannix 
I think statistic that show who opens the bombsite (by eliminating CT's) as a T would be nice, because entryfrag doesn't necessarily mean certain bombsite is free to enter.
2015-06-24 20:23
#130
 | 
Poland Mannix 
another one could be savior statistic counting who is the best at saving his teammates from death :)
2015-06-24 20:45
nice
2015-06-24 20:24
this is going way too far
2015-06-24 20:24
Niiice
2015-06-24 20:24
from all the features i'd like to see the Area of kills and deaths the most, when players are aware of this, strats and even tactics can be developed around it,, perhaps even on the fly
2015-06-24 20:24
Nice ideas. I especially like the ideas on different types of kills players get. Another addition that would be nice to have is how fast they kill after they spot the enemy. It could be how long it takes to kill a player after they appear in the other players fov. Or somehow through the amount of shots fired when a player is in the fov. To show how deadly players are after they spot the enemy. And the other way around it would show how well the players move when someone has them in their fov. It could give a rough idea on who has better movement when shit hits the fan. Some players are able to stay alive for incredible amounts of time after theyre spotted. Moving and killing with crazy efficiency. This doesnt really apply to "lurked" kills tho. Because the so called easy kills are different.
2015-06-24 20:28
Nice!
2015-06-24 20:36
I love your articles, lurppis! <2
2015-06-24 20:38
I'd like to know where I can can 'heat' maps from. Good ideas. I'm not sure how you can collect these sort of stats, and then utilize them. If you could find a way, then yes, they could potentially add a lot to know how effective a particular player (or team) is. In my mind, some stats may be 'wow' stats (like Headshot percentage), but aren't really a particularly good way to know how effective a player is. I think that average damage a round is pretty darned good to see what value a player tends to provide, but average kills per round means more. Why? Because you can '99' three players in a round and if you don't kill any of them, the three stay around to plant a bomb, defuse a bomb, or kill yourself or a teammate. Average kills a round is one of the better ways (though not completely, for reasons stated in the article).
2015-06-24 20:40
Way to go guys , was looking forward to such things , at least i dont have to memoriese everything xD , and now some retards can stop whining about players and not doing something to the team :>
2015-06-24 20:40
Yy nice additions, do you implement them?
2015-06-24 20:42
nice "news" why cant you put this in your blog shit
2015-06-24 20:44
Pls fix the goood in the accuracy of sprays
2015-06-24 20:45
nice news lurppis
2015-06-24 20:46
#140
Australia BCP 
good ideas for the most part, would love to see some of these introduced 1 problem though would be the spray accuracy statistic. how do you make it accurate considering certain players in certain positions hold down smoke and spray? that would naturally make some players look like they have a worse spray than others when in reality they are just spamming smoke and not actually shooting at players. maybe its somehow possible to exclude a spray where the player never saw any enemies?
2015-06-24 20:54
Some of them are so simple and useful I can't believe we don't have the statistics already. For example, stats on which bombsite teams prefer, which can be broken down further into preferred sites vs economy.
2015-06-24 20:55
Great article
2015-06-24 20:59
Some of these are really great. But I'd really love adding more team statistics over player's - cs is a team game afterall. For example: 1) Team pace: the average starting time of execution on either of the bombsites. This could also include time spent from the start of execution to the time when the the bomb is actually planted. 2) Afterplant effectivnes: could do some kind of a rating where a succesfull 2v4 afterplant counts more than f.e. 2v2. Same goes for the retakes. This is just immediate thoughts, just wanted to deliver the idea.
2015-06-24 21:08
+1
2015-06-24 23:52
awesome!
2015-06-24 21:09
#150
method | 
United States f0xes` 
Good read, thanks again Lurps
2015-06-24 21:11
AAAAA
2015-06-24 21:37
#153
Brazil DUZ 
CLUTCH COUNTER - Kills after c4 planted - Kills after the 24th round (only with the difference of 2 rounds)
2015-06-24 21:44
#154
 | 
Andorra KOVALSKII 
>Lurppis posted article about NiP and everybody hates him cuz article istn in BLOG section >Lurppis posted article about CS:GO and "nice read","awesome!","great job". mad nip's fangays
2015-06-24 21:45
#156
fer | 
World loopoos 
nice post. I expect this to be real soon. statistics today are for noobs
2015-06-24 21:54
Lmao @ppl crying over this being on the main page.
2015-06-24 21:59
#160
 | 
Portugal dracø 
Better than the last post, but still blog material. Nomad's leaving his day job was actually decent news and yet it was posted as a blog. Just my 2 cents, no need to ban me again, thx.
2015-06-24 22:07
its an article not blog post
2015-06-25 07:30
Nice one, good suggestions and I do hope Valve picks up a few things. No idea why kids get so mad about lurppis posting these kind of articles btw.
2015-06-24 22:09
Best article you've ever written lurppis, I don't particularly like you when you quit the game and turned into a douche. Before that you was fine, but regardless of that this is honestly the only good thing that you've posted which makes me think you're not so much of a tit. Amazing points, this needs to be implemented, anyone from an analytical career should highly agree the same. Well done, I'd advise getting a petition in place for this and posting it lurppis. Great work.
2015-06-24 22:13
I was thinking on the majority of the ideas and... I realized that 80% are (like you ponted), for "anyone from an analytical career" on CS:GO. Yeah, would be great if they were added, although some of them are difficult to implement, from a programmer point-of-view. I saw the way lurppis proposes the implementations, but I think that same may not be as easy as he points out, since probably the game-engine doesn't respond on those in a timely fashion way. And some could be really subjective if not correctly implemented, like the fake salesman, they would need some work. But yeah, 4 or 5 ideas are straight to implement and would help a lot the casters and statistical POV of the game.
2015-06-25 09:45
Awesome.
2015-06-24 22:15
God I hate you so much lurppis just quit your Life.
2015-06-24 22:28
1) A funny and easy little thing to measure a players map awareness. --How often does a player die with his knife/nade out?-- I swear some players do it at least once per map. This would also be a cool funny stat to show on events, as its very simple and has a comic aspect. Obviously lurkers will die with the knife out more often and supports will be caught with the nade more than entries. Most important: AWPers deaths from necessary weapon switching must be filtered out. 2) Amount of bombs planted by single player. 3) finances support :D money spent on drops vs value of received drops 4) duo stats: Do happy and NBK hold banana better then olof and krimz? Whats is olof and krimz success ratio in 2onX retakes/afterplants compared to the average success ratio of 2onX? 5) regarding money how much weapons do teams save? to measure effectiveness of the teams economy: For how much $ does the team buy on avg after a lost round per lost player. example: 2 players save-->2 drops + kevlars + 1 forcebuy and nades for 10000$-->ability to rebuy for 3333$/player after round loss iGLs decision would also count. if the whole team sits at 1400$ and they dont buy the round will be counted as 0/player, but obviously the next buy will be stronger therefor.
2015-06-24 22:48
Don't. Just don't. Somethings are just best the way it is. Please.. Just please don't.
2015-06-24 22:51
There is 2 statistics I would not like to see, the fake and the track of bomb plants. As more stats you have, more predictable gets the game and while that's in favor of the players it's not in the best interest of the viewer. I don't like statistics so involed on the strategic side of things.
2015-06-24 22:52
I like all of the suggestions. Specially the first one. The pixels u move to make a flick or a simple 1 tap could bring us even a way to know who is cheating or playing legit. There is something called muscle memory, a legit player will always (in general) move the same amount of pixels when shooting or moving. gj lurppis.
2015-06-24 22:52
lol old train
2015-06-24 23:28
#185
ZywOo | 
France Puppet* 
Entry frags is the only one i think would be usefull.
2015-06-24 23:29
Really great ideas!
2015-06-24 23:42
Lurrpis fighting the good fight.
2015-06-24 23:44
good post, still think lurpiss is abusing his admin rights to get more viewers
2015-06-24 23:49
i get paid to write on hltv, and the company makes money from views. 1+1?
2015-06-25 11:53
didn't realise you or any of the hltv admins get paid, mb.
2015-06-26 05:47
wtf xD
2015-06-25 19:10
What about making the heatmap colorcoded, red/green? For a player green spots are where this player usually gets more kills than deaths, red is where they die more than killing. This would be really useful, as to actually know what spots you do well in, and where you're not as effective.
2015-06-24 23:50
lurppis' mind is literally filled with good ideas
2015-06-25 01:19
#207
Poland MJP 
Lurppis stop , all the time you are trying , but its only you opinion , and i dont like it. Very bad man , you was high when you was working on this article ? Please go retiring !!!! You time is gone.
2015-06-25 01:38
That heat map segment was pretty interesting as you stated.
2015-06-25 01:40
i like the idea of stats like that, would give alot more credit to the really good cs players.
2015-06-25 02:07
lurppis taking CS to the next level.
2015-06-25 02:44
#216
Xyp9x | 
Other GunnerL 
Tbh, I can see some of these statistics being very useful and interesting to find out. The problem is how hard it is going to be when implementing these.
2015-06-25 03:02
Yes I made a list of these before it would make a clear difference on who is killing people with pistols and who is winning 1v1 duels.
2015-06-25 03:03
Assists for flashbangs would be a little ridiculous.
2015-06-25 03:11
#219
 | 
Venezuela Cereal4you 
Would love, wont happen
2015-06-25 04:34
noice
2015-06-25 05:18
Lurppis, you are doing a great job. Please stick to this aspect of the game and not toward what team should do, not do, like the previous article about NiP.
2015-06-25 06:09
This would be sick :D
2015-06-25 06:17
Apart from lurppis' blogs coming up as news articles, this opinion of his isn't bad at all.
2015-06-25 06:23
All said above would be even more relevant if it could be used by ordinary players/clans. For example, in past we used to order HLTV to our servers if we wanted to record our matches, as for now it is automatically recorded and we can watch them any time in a special tab in our main game menu. Currently statistic is generated only from big LANs for big teams. But it would be a huge step forward if already existing statistic (and any further implemented one) could be applied for any player out there in a special tab (or in any other convenient place). Also, similar to how we can create "private leagues" in Dreamteam section it would be great to create clans in statistic tab, add there our friends or team members and compare our clan inner statistic in the same place/tab. Taking everything into consideration, bringing statistic into hands of ordinary players or clan leaders would dramatically help them to improve clan's overall growth and hopefully become a bit more professional team.
2015-06-25 08:50
some of the ideas are good and some are pointless,like grenade damage or ease of kills.. i know they COULD be but reall thats pointless
2015-06-25 09:25
I'd like a stat showing the rating a player has before Thoring comment on his performance and the rating right after. Also, A stats showing how much Thorin is saying stupid shit comments per map, round etc etc.
2015-06-25 09:31
#233
 | 
Singapore Nephalith 
Great article. Thank you Tomi for taking the time to share.
2015-06-25 11:44
Good stuff, make it happen volvo, we don't need more skins
2015-06-25 17:44
yes plz
2015-06-25 17:56
#252
Brazil dkf 
Good article. And I think most of it (if not everything) can be harvested through the demoinfogo tool already. So, the data is there, and the structure is set up, all Valve needs to do is collect and display.
2015-06-25 17:56
cool
2015-06-25 18:28
Pure awesomeness. I also was thinking about something like this. Crosshair placement can have a lot of heuristics for different[est categories of raking. Telling`u as a programmer.
2015-06-25 21:43
#267
 | 
Brazil hugoooo 
This is one of the most awesome things ever on HLTV.org
2015-06-26 01:40
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