Goldrush stats out!

Planetary

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Valve release the gold rush map statistics.

http://www.steampowered.com/status/tf2/tf2_stats.php

I'm not surprised by the deathmap, with the 1.2 Corner of Death, but damn, anyone who said it's balanced between RED and BLU is off by alot!

BLU wins less then 20% of the time! Hopefully they can fix it soon.

I've noticed that defense is easy enough for a trained monkey, while on offense you either need a professional team a whole lotta luck!

The hype still payed off, goldrush looks like the most played map!

Comments?
 
Well, Blu DOES seem too be losing A LOT. D:

Also, nice find.
 
The rocket launcher turned vampiric and the sniper rifle stopped getting normal critical hits, interesting.

(aye it did in the beta)
 
Negative % would most likely mean rocket jumps and such? I dunno, just guessing.

Also the average damage per hit stats look rather scary, almost 7900 for the fireaxe??

20% wins for blue in goldrush is imo a good thing, if the map balance would be that both sides would get even amount of wins it would mean that we'd never leave the first area of the map at all.
 
Valve will be changing the layout of Goldrush, there is no doubt in that.

TF2 is ment to be fair and balanced. When Valve say that they went O_O.
 
Negative % would most likely mean rocket jumps and such? I dunno, just guessing.

Also the average damage per hit stats look rather scary, almost 7900 for the fireaxe??

20% wins for blue in goldrush is imo a good thing, if the map balance would be that both sides would get even amount of wins it would mean that we'd never leave the first area of the map at all.

Uh, that doesn't really make sense. Right now practically every game end at the first area. The second and third are rare treats. If we had 50% balance that would mean that Blu would actually reach the end and win half of the games.
 
Im not sure which stage it is, but a little while ago Valve changed part of Goldrush, and it was in Blu's favour. They filled a "gap" with a wooden wall so that Red players have to run into the tunnel/cart passage to get round. Soldiers, Demos + Engies can still jump up though.
 
The first stage is easily passed. Getting stuck on the 2nd or 3rd is normal, but if you can't get by A there's a problem
 
Valve's plan to get more people playing the medic apparently paid off.
 
Intersenting how engi has most hours played but also fewest point per hour. Looks like its the new noob class.
 
Intersenting how engi has most hours played but also fewest point per hour. Looks like its the new noob class.
I think 2Fort-only servers might have something to do with that figure... :sleep:
 
They like to build things.

I'm only really afraid of when the engie achievements come out. That's a scary thought.
 
Also remember that engineers aren't that prone to die normally and to do the engy's job it takes a few minutes to build dispenser and lvl3 turret which all builds up to the total amount spent as engineer.

Plus "Meet the Engineer" was cool. And so is the whole concept of engineer.
 
I was the first person to switch to engy yesterday. 3 minutes later there were 5 others.

I facepalmed.
 
I find those stats confusing, whenever i play blue i at least always SEE point C.
It boggles my mind that red wins so much... i haven't experienced that, it feels really balanced to me. I play both sides evenly, too.
 
I was the first person to switch to engy yesterday. 3 minutes later there were 5 others.

I facepalmed.
This happens to me all the time, for every class. It honestly drives me crazy.

For instance, I'll see that the team is suffering against entrenched sg's and has no spy, so I'll turn spy - I'll check again minutes later and there'll be 3 other spies. I might figure that a sniper would be useful so I'll become my team's only sniper, only to soon be joined by a couple of others. I'll see that there's no medic, so I'll turn medic - then there'll suddenly be 3 other medics. And so on... I'm beginning to suspect it's some kind of TF2-wide practical joke at my expense.
 
No, what you don't realise is you're actually an everybody. And while you think you're acting of your own accord, you're obeying the principles of everybodies. Each other person that turns that class thinks exactly the same as you.

There is no way to stop it. You are doomed forever to be one of "too many <class>s".
 
I become an unused, necessary class because I see that there is a gap in the team loadout that requires filling. The people that subsequently change to the same class can't possibly 'think exactly the same' as me, since if they were following the same thought process they would check what classes were being played and then become something useful. It's from their obvious lack of ANY thought, other than what class they want to statwhore with today, that my frustration stems.
 
Now this is a really fun, and balanced, stage. I love Goldrush!
 
I like goldrush but if you are stuck as blue and are on the last point of zone 3 it is impossible to win if the enemy has sentries, snipers, and multiple demomen. The closest i ever came to capping the last point was when the bomb was about a foot away from the point with 10 seconds left on the clock.
 
Hang in there with your current class, and if you're doing well, and other people are into switching classes for the benefit of the team, let them. If there are a couple of medics on a map when I join, they'll usually switch to some other class (probably because they were only being medic because nobody else would). On those rare occasions where the team is thick with one class, and I switch, I'll see the same thing and wind up switching back.
 
Am I the only one surprised at the lack of death in the final corner of the 3rd map? My team always gets pinned down there as Blue.

And yeah, Valve should definitely find a way to make it balanced.
 
I'm thinking those jackass instant respawn servers are what is screwing up this map the most. They unbalance the entire game but Goldrush is hit the worst.
 
Am I the only one surprised at the lack of death in the final corner of the 3rd map? My team always gets pinned down there as Blue.
There is death there, it's just under-scaled due to the mass death in the first stage.
 
omg, rocket launcher has a negative percentage of damage dealt.
 
Fists do 9000 damage. Nice.

As for that door being quietly removed, it's a huge help to Blue, they can put a base in that building and not have to worry about anything but soldiers. Not the only good place for a base on stage 1! (hint, hint)

I managed to flank a sniper as heavy right above that door/wall, he was looking right in the other direction.

I only wished I'd fisted him, adding insult to injury.
 
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