Would be interested in seeing what SD have learned from the recent focus testing (last patch) and how that has influenced this patch. any data like heat maps and w/l ratios would be nice.
Recent Echo Stats
Doubt it makes much sense really…
Most of the time its just us guys “dicking around” rather than actually playing.
Also, messing with new merc stuff…
Right now only really scrims have any REAL value towards balance in my opinion.
Not to mention I finished the last patch with about a 0.2 W/L ratio due to swapping teams all the time to the losing team.
i think SD can and do filter games accordingly. If they can’t make sense of the information, then it’s probably not worth investing in the technology…
I’d have been interested in looking at games filtered by player numbers (anything with >10 players) as this would give you a view on how the pub game will fare, which is where the vast majority of people will play, as opposed to scrims that will be a significant minority (albeit still important for game development).
We have statistics that are filtered by player numbers and other things like that but we’re still working towards building cohorts of players based on ‘skill’ and a fixed 5v5 ranked game mode. I feel that this is where the imbalances will be very clearly shown.
The main data we’re getting right now isn’t so much used for attaining perfect balance, but for identifying anything severely game-breaking and which Mercs/Weapons are under-used because they simply aren’t fun or effective
For example in the previous version we saw that Thunder (while not massively played early one) was the standing well above the rest when it came to combat effectiveness. We made some tweaks because of that but there’s still more work going on internally with Thunder so the version you have now is currently WIP.
We also saw that characters like Sparks, Phantom & Aimee were largely under-played and not that effective which is why we’ve removed them from the Merc rotation for large reworks.
In the future we’ll be able to provide more specific examples of how Echo data has driven some decisions and look forward to sharing that with you 
Thanks Smooth, are there similar examples of analysis of the maps/spawntimes?
I know i’m like a broken record, but my subjective view is that a significant number of games are ending up with fullholds due to spawntimes and/or locations. The fix on trainyard, changing the 1st objective to a capture zone, just seems to be treating the symptom.