Baffer
Joined: Dec 10, 2004
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  Posted:
May 27, 2010 - 11:53 |
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Note: Everything down to the "so" is really just rambling.
It is, of course, a coach's own decision how he wants to find matches and weather to accept a match offer or not. However the gamefinder usually is a good tool to locate teams with appropriate tr/ts. The team rating has great influence through the handicap table, but what exactly does the team strength indicate?
That there are many players on the team?
That the players on the team are very skilled?
That the team has a big chance of winning?
Focusing only on the non-stunty teams, I have wondered why there seems to be such a big difference between the "usual" relationships between tr and ts among the races. The game, after all, is supposed to be pretty much balanced out.
Orc, Ogre and CD teams, for example, very often have a big difference between tr and ts when they approach tr 200(orc teams with tr 200 often have ts<180). WE teams seem to postpone the difference a bit and start showing major difference when they get close to tr 230 or so.
On the other hand it seems to me that HE, Human and Chaos teams often manage to keep the ratings more even(though the picture is hardly ever tr<ts).
Halfling and Goblin teams are a story all of their own.
Probably this has been discussed before, but after my last match I mysteriously got an urge to discuss it some more.
So: Is armor value part of the team strength calculation? Will a player with stats 6|4|4|8 contribute more to the team strength than a player with stats 6|4|4|7?
Will a player who originally had stats 6|4|4|8 and suffers an amour loss contribute less to the ts after the armour drop?
If yes, how? If not, why not? |
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Nielsh
Joined: Sep 11, 2008
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  Posted:
May 27, 2010 - 11:59 |
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Cloggy
![](./modules/PNphpBB2/images/avatars/upload/106664475241b080ac72a6f.jpg)
Joined: Sep 23, 2004
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  Posted:
May 27, 2010 - 11:59 |
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There is no TS in LRB5 I'd think.
The number is still there, but doesn't really mean anything anymore with the new skills and characteristics included. |
_________________ Proud owner of three completed Ranked grids, sadly lacking in having a life. |
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nin
![](./modules/PNphpBB2/images/avatars/upload/2613516084f744ccb8788c.jpg)
Joined: May 27, 2005
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  Posted:
May 28, 2010 - 00:54 |
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The formula for TS, linked above by Nielsh, is a bit complicated, but takes into account many things that TR does not
Bloodbowl rosters are not completly balanced TR-wise, and it's not intended to be that way.
Some exaples of things that TS tries to asses:
Combos like Block+Dodge or Claw+RSC
Sinergyes like multiple Guard
Special cases like high ma (oneturners are a clear example of TR breackers)
Missing players don't count for TS but they do for TR
TS is not spp-dependent but #skills dependent
On the Orc thing, the formula has into account number of players and av... so many av9 players don't weigth that much (few casualties = little use for reserves). This one might be one of the few breacking points of TS (when you couple it with DP, suddendly your reserves get to play because you foul a lot), but otherwise the formula is quite good. |
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Grumbledook
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Joined: Aug 02, 2003
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  Posted:
May 28, 2010 - 01:03 |
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TR doesn't exist in LRB5 and 6 |
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Khudzlin
Joined: May 24, 2007
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  Posted:
May 31, 2010 - 19:36 |
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and TV (which replaces TR) is about available players and actual skills taken, plus treasury doesn't count unless you're going to use it for inducements (a choice you make at the start of each game, higher TV first)
however, TV deliberately doesn't account for sustained injuries, skills are counted by roll needed (so leap is as expensive as dodge on a saurus) and synergies aren't handled (it's meant to be easily calculated) and thus TV is far from being as precise as TS |
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