Anyone else feel join any cheats? Seems that you are always added to a losing battle

Proves it with that set of data only but it is a lot more data than nothing. I think it provided some great information. It just does not have a long player history. I honestly if that includes custom server game data it is kind of useless. I saw the ELO leaderboard never heard of any of those player and 92% win as a player? playing on a team. “Bullshit”.

Japan 5, is always a high win rate, It seems if I stick with BR5 a lot more wins. After finding that data tool, it seems it was a perceived bias on my part. 2 losses feel like 4 not two and 4 wins do not feel like it. If I gained anything from this thread, its that data is useful for understanding the issue. The data raw facts are great the LEO ladder not so much. Knowing the formula means you can play the data to benefit the +'s and negate the -'s.

This was super useful

https://enlistedrollcall.com/

Not sure it will improve my game play but at least it provides data sets for me to dig through and find a common thread.

think BR1 stats is kinda misleading, it is only .1% 1/1000 of games

think this kinda points to more can be more the low BR game design space/matchmaking. we can move a lot of BR2 gear into BR1 and make it its own gameplay environment because right now BR1 matchmaking is pointless being only .1% of games.

Actually might just be data representation thing, combine br1 and 2 in that table imo

Data is incorrect , but then again statistics is a profession.

The tool also doesn’t seem to count conquest. I can see SMG focused force like USSR being way better there

The data is not incorrect/incomplete its data (A value, in a table), the way that is tallied and collected, its history, its accuracy are all its formulas are the issue. But from a raw data point of view its actually genius. Again, I can make my 1000 an easy 1300 by using its exploits. Looking at the leaderboard it seems pretty suspect with the W/L records and K/D. Ohh you win 99% of the time kill 200 and die 5 times a match. Nothing to see there!

Not only a profession a complex nightmare. I have a Masters in Science and the math portion (The galaxy of numeric data) was difficult. Excel may look like a simple program to use and access but its an extremely complex tool that can mine complex data formulas. So many different ways to look at data.

Hats off to the person who was able to access the data in the place that is impressive. I did not realize that there was public information outside the battle replays being viewable. The data sets are provided as well.

To me that shows the Devs care enough about the game they provide the meta data for the players. Most companies do not do that because it provides too much information for investment inquiry and consumer health towards the product.

We live in an amazing world when you can delve deep into such a useless process with a few key words. NOW YOU KNOW!

Enlisted Roll Call gathers player stats and match history by scraping match replay data from official Darkflow / Gaijin servers .

Because Enlisted generates an index and downloadable replay file for virtually every completed match on their web portal, the tool continuously pulls and parses those files to extract raw match logs.

1. Automated Web Scraping

The official Enlisted replay portal (enlisted.net/en/replays/) lists public matches alongside downloadable .json and binary replay meta-files. Roll Call runs automated data scrapers that scan these pages in real time to catalog newly finished matches as soon as they are processed by Gaijin’s servers.

2. Extracted Data Points

By parsing the match metadata and replay headers, the system pulls detailed, unedited performance metrics for every participant in a match, including:

  • Player Identification: Player names and unique IDs across platforms (PC, PlayStation, Xbox).
  • Combat Metrics: Kills, deaths, assists, squad wipes, down-but-not-out states, and weapon/vehicle types used.
  • Objective Play: Points captured, rallies built/destroyed, vehicle destructions, and total battle duration.
  • Match Metadata: Server region, map name, mission type, campaign tier, and total match duration.

3. Database Ingestion & Metric Calculations

Once the raw match data is ingested, Roll Call feeds it into its custom database:

  • Custom ELO/Skill Scoring: It passes performance metrics through a scoring algorithm (factoring in kills per minute, win rates, and relative performance against lobby opponents) to output player ranks.
  • Active Player Tracking: By aggregating unique player IDs across thousands of match logs over rolling windows, it calculates total daily and weekly active player counts.

Key Limitations

  • Historical Data Limits: Because the tool began indexing match history in June 2024, it only tracks matches played after its tracker went live—it cannot pull lifetime stats from before it started scraping.
  • Platform Dependencies: If Gaijin temporarily limits replay access, rate-limits the replay portal, or updates replay file formats, data collection slows down or pauses until the scrapers adapt.

It does not count a lot of things and its formula is easy to manipulate. The fact a player like HeyQuadro does not show up in any meaningful ranking tells you something. Great concept, non IP owned making it almost impossible to get meaningful data with validation support from the developer. In fact I almost wonder if they are using development tools of a SQL backend to a domain that accesses player data. I dug pretty deep into the different data sets and saw errors.

The elo system is pretty faulty wouldnt put that much into it

you underestimate how horrible soviet players are the the amount of times there is absolutely no team is scary

1 Like

That is because he enables the nickname harmonization mode which replace the username with a random nickname in battle. You can clearly see in his video the name on the scoreboard is different. Apparently this will also affect replay so you get no result when searching for his username on replay site.

Ye, like I said. You can’t expect win more than 50% of your games unless you draging your team like crazy in this game. Simple as that.
Before roasting the playerbase you should take a look at your own stats.
Winning a lot of games actually takes a lot of experience/skill and sacrifices.

I almost never stack. But since you’re such an impressive stat nerd heres my post-merge stats

So I saw those crazy win %'s on the top players are those public matches or custom servers? The stats you have are high level play. Never heard you or any of those people and I play a lot, good players only means they do certain things. That does not really stand out as much as having fun. I use to play a game called heroes and generals, I can still name 4 or 5 good players and I knew many more. The few people I play with are better than what I am seeing in most matches.

I am not too bothered to use the Q and E key. Nor do I feed caps like the game expects you.

Remember, the stat tracker is only 5 weeks old. And no, custom games are not tracked.

I have played this game since 2021. Have only sporadically been playing Enlisted the last couple of years (compared to before/around merge when I was playing like a maniac). Most of my old friends left the game and I’m soon pushing 40 anyway and can’t really keep up anymore; only bother to endure this rage-inducing game on alcohol.

Winning is all about experience. Memorize spawns/learning what triggers AI or what not. Most veteran just simply know what it takes in order to push/carry their average nob job of a team in order to win. That means you cannot meme-play snipers/support or even spawn a single vehicle. Playing a tank or a meme squad is exclusively a win-more solution when the deal is already sealed.

Some might say that is detrimental but speaking for myself I can’t enjoy the game unless I’m winning (or having a very tight competitive game ending in a loss). Pity me I guess. But that’s how I function.

“Q” and “E” is an old habit of mine I can’t get rid of, even tho they nerfed this movement, getting you a sad recoil penalty I keep doing it.

Feeding caps is not necessarily the right strat anyway. Most good players have a relatively low cap ratio. The majority of the games are about playing in front/around the cap zone.

2 Likes

I always play with join any and I feel like %60 win %40 losses. teams are not really that bad, it used to be much worse when join any first added. maybe its related to server you play?

I think factions I play. And I went back and looked at the data I biased myself. Join any has a few good players but most of the time the rest are not so good. Not sure the impact about the recruiting tab. VErsus going solo or if it adds you to a group anyway and when you play in a formed group its closed.

Server and faction matter allot also from my experience being in a 4 stack is also really bad you wont find anyone good

i wonder what you consider good

for confrontation yea otherwise no i see it all the time people that have good gunplay just cant attack the point and just refuse to play it at all

Yes, i do join any and just get shit team after shit team… but then to choose a faction and get some decent people:

1 Like

It depend on a server from my experience.

Asian server, if u see multiple Chinese names expect that a competent and sometimes sus reaction time

Rus server, medium to competent players

US server, 50/50 either both team sucks or only few are players trying hard and very rare its a one sided massacre

The same way the game defines it. Badges, points, assists, caps, leaderboard position. I am not a mind reader so looking at results is the only way to determine that. I am still blown away by his win %. Someone who builds things, someone who does not feed the other team kills, people who play tactical, I read the feed to keep an eye on what is going on, as well as the map and my teams markers. If someone can’t mark or mark places that have nothing then why bother.