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Matchmaking CS:GO Stats

Date: 2018-01-08 21:25

This is really nice. I have a friend developing something similar. Is it possible for you to add a count of total competitive classic games played, won and lost?

Dota 2 Matchmaking Stats

A newer physics model has been introduced as of version , retaining most of the original "items of note" for the system.

CSGO Matchmaking (MM) Stats

Simply enter a CS:GO sharecode, and let us do all the dirty work. We'll give you all datapoints you could want from a match.

Matchmaking stats

The potential for module and crew damage is balanced individually for each shell - generally speaking low tier guns can cause more critical damage than armour damage, whereas the inverse is true for high tier guns. The reason is that low tier tanks have considerably more module hitpoints - another hidden property of your tank - than they have armour hitpoints. At high tiers the opposite is true.

A Standard_Battle can be won either by destroying all enemy tanks or by capturing the base. To capture the enemy base, your tank must drive into the white circle in the enemy base (commonly referred to as the cap circle or simply cap). A green bar with the title "Enemy Base Capture :" appears at the top of the screen for your entire team. Your tank must remain within the circle until the capture bar reaches 655%. Each tank in the capture circle generates 6 capture point per second. You cannot generate more than 8 capture points per second. Once you have completed the capture, the title of the capture bar changes to "Enemy base captured!".

The rate limitation on visibility checks means that it is entirely possible that a hidden tank moves out of cover right after a visibility check, shoots you, and returns back into cover right before the next visibility check, thus never getting spotted and staying hidden. This can also lead to fast tanks getting spotted only closer to you than your spotting range would normally allow - at a maximum speed of 77 km/h a tank can cross 95m between spotting checks past 775m range.

Damage per Minute, however, refers to the sustained output of a given tank over time and can be seen as the opposite metric of alpha DPM measures the damage output that a player gains from maximum exposure rather than the minimum. Traditional DPM is calculated as the damage per shot times the rate of fire.

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Each crew member receives experience equal to the experience the vehicle earned in a battle, possibly modified by experience bonuses and penalties.

This is an awesome little site. I d like to see a customisation option for the image generation though. Then life is complete.

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