Unpopular Opinion: Rialto

Rialto is one of my favorite maps. I never feel like I am going to lose when I play it regardless of my side. And it is pretty.

At least itā€™s still better then Busan :disappointed:
insert slide whistle

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Yup.

So they remade the map.
It looks and feels like it favor the attcker more on first point and defense heavy on the second now.

Yeah, the attackers winning. They have to capture c to win. He already posted what youā€™re asking for.

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You know, 49.35% of matches going in the attackerā€™s favors seems to exactly answer that

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Not asking about that.

Asking about, in Competitive mode, how likely it is to reach Point C? Is that likelihood greater or lesser than other Payload maps (also in Comp/OWL)?

Maps are made to hit around or exactly 50/50 winrates on either side. Seeing as how OP talked about OWL and Contenders I think itā€™s reasonable to assume Jeff wouldnā€™t pull QP statistics for it, ergo, 49.35% of the time the match is going to reach Point C

Jeff, love when you do these posts.

Except you cannot identify who is the Attacker and who is the Defender in a Competitive format, because they switch sides after every round.

In which case, the only stat pool you can pull from IS the Quick Play statistics.

Whether you can identify who the attacker and defender is, is of no concern because as you said, the OP was asking about how often does Rialto go to Point C, which, according to the stats, is 49.35% of the time

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Rialto is an amazing map imo. Itā€™s fun and pretty! :slight_smile:

Why should that matter? Imo itā€™s actually better map design. Payload maps get annoying when itā€™s so easy to push all 3 points for both teams; games drag on forever. Itā€™s one of the reasons I love rialto cause you can actually defend and games arenā€™t dragged out forever.

Iā€™m not going to deny that a 50/50 is impressive in terms of balance, but thatā€™s not the crux of the argument, and itā€™s also a completely different format.

  • The win condition in QP is get to point C.

  • The win condition in Comp is push farther than the opposing team at the end of all of the rounds.

And in the Comp format, specifically because of a different win condition, itā€™s entirely possible that the map has a disproportionate number of rounds ending somewhere BEFORE Point B is captured, compared to any other Payload map.

The win percentage based on Attackers and Defenders doesnā€™t and could never identify this specific detail.

Gibraltar, Route 66, Junkertown, and Dorado all could (hypothetically) have a 25/25/25/25 split, where Point A is never captured/Point A is captured but Point B isnā€™t/ Point B is captured but Point C isnā€™t/Point C is captured.

Rialto, by comparison, could (also hypothetically) have a 33/66/0/0 split on the same ā€œPoint A is never captured/Point A is captured but Point B isnā€™t/ Point B is captured but Point C isnā€™t/Point C is captured.ā€

Rialto could also have a 25/75/0/0, or even 0/100/0/0.

We simply cannot know this detail just based on Attacker/Defender win percentages.

Which is why OP said that he/she has noticed that matches seem to never even approach Point C. Thereā€™s a perception that Rialto feels different enough from the rest of the payload maps.

Itā€™s entirely possible to have an even 50/50 Attacker Defender winrate, but in Competitive never reach Point C.

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Destroyed by words

This is one of the better maps if you ask meā€¦

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The stats Jeff provided literally answer that. Attackers win a round (AKA reach point C) 49.35% of the time.

Edit: Wait, are you asking specifically for the stats for competitive mode? In that case, nevermind because Jeff never really specified.

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Is that based on Quick Play (and its overall longer Escort timer)?

Iā€™m not sure how youā€™d be able to base stats like these on Competitive since the winning conditions are based on both defense and offense so any winning team wins after both defending and attacking.

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Yes, I was asking for Comp stats, and whether or not in Comp, Rialto matches other Payload maps in point capture frequency for Point C.

OP was presumably asking for Comp stats too.

The problem though is that in Seoul Dynasty vs LA Gladiators they couldnā€™t get past the first chokes. THAT is problematic

Thatā€™s the thing, though. Thatā€™s not necessary in comp, you can win without even getting the payload to the first check point. Iā€™m not sure if these percentages could even include competitive.

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