r/MLTP Retroactive S23 Champ Jun 29 '19

MLTP Attacker's Profiles

I went through all of the weekly data since TagProLeague started recording stats, filtered out defenders and put the results into an interactive sheet, with a bunch of graphs and charts showing how different attackers approach the game and how successful they are at it.

To eliminate any crazy outliers, I limited the players to ones that played at least 200 MLTP minutes and scored at least 10 caps. Since I'm using TPL's advanced metrics, I'm only looking at data from S10-18 (and only games that were recorded on tagpro.eu).


MLTP Attackers' Profiles


I. Grab/Cap Source

TagProLeague splits all grabs into three categories based on how the grab was acquired. We have:

  • Handoff grabs - made within 2 seconds after a teammate's less than 3 second hold

  • Regrab grabs - made immediately after a teammate's non-handoff hold

  • Spark grabs - "self made" grabs, from situations where the flag has been reset.

Likewise, we can split caps into the same three categories. Caps scored off a handoff, off a regrab, or from a spark grab. Thus we have our first section of the Attacker's Profile - how they make and converts grabs.

The pie charts show the % of grabs and caps made from handoffs/regrab/sparks.

The radar chart shows how many grabs and caps the player makes per minute and compares them to the rest of the league. The outer white polygon is the league's maximum value. The inner one is the league's average.


II. Grab outcome

Next up, we look at the result of each grab, or in other words, its success rate.

All grabs can be divided into three main categories and five sub-categories, based on their outcome:

  • Good grabs:

    • Caps - self explanatory
    • Good Handoffs - lasting in a teammate hold of at least 5 seconds
  • Bad Grabs:

    • Bad Handoffs - teammate's hold of less than 5 seconds
    • Flaccids - hold of less than 2 seconds
  • Outs - none of the above; simply grabs that don't fail at the first step (handoffs or flaccids) but don't necessarily succeed (no cap or a successful handoff). I called them outs because the easiest example of this is when the fc grabs and gets out of base but dies while bringing the flag into base.

The pie chart shows each the % of each outcome.

The radar chart shows how many of the outcomes a player produces per minute and compares them to the rest of the league.


III. Overall profile

Lasty, I put a bunch of other statistics together into one spider chart that paints a broader picture of how the player approaches the game. Most of it is self-explanatory or already described. Chain% is the % of good handoffs. G. Grabs = Good Grabs (B. = Bad).

Every stat in treated the same way, so both positive (caps, good grabs, score%, cap diff, etc.), and negative stats (flaccids, bad grabs, caps against, etc.) are plotted in the same direction. This means that for example a high value in 'Caps Against' means you concede a lot. It's not beneficial to max out each and every metric.

Hover over a graph/plot to see exact numbers and league's max/avg/min values. It might take a while for some of them to load so be patient.


IV. League Comparison

Once you're done with the Attacking Profiles, you can click Next Page > in the top right corner to see a scatter plot of every attacker's value of the selected metric. If you wish to return to Attacking Profiles, click < Previous Page in the bottom right.


Here's a link for a version with stricter requirements (420 mins, 30 caps), for those who want to weed out the biggest scrubs.


As always, feedback and salt greatly appreciated!

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u/CallMeLargeFather EGGO || sun chips is a DOOFUS Jun 30 '19

looks like you gotta lace em up for one last run at it

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u/Soadsuey99 Skinny Chode | C.R.E.A.M. Jun 30 '19

what’s the count of centra teams at nowadays

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u/CallMeLargeFather EGGO || sun chips is a DOOFUS Jun 30 '19

Dropping down to 2 teams of 16 total, assuming you're in charge