How Stats Work

What counts, what does not, and how every number on this site is worked out.

The short version

  • Bots never count. Not their frags, not yours against them, not your deaths to them.
  • A game only counts if at least two real people played and at least one of them killed another. Everything else is practice, and practice is hidden from the site entirely.
  • Your kill streak is your longest run against people, within a single match.

What counts as a match

A game has to clear all three of these to count toward anything. If it misses even one, the whole game is treated as practice: it is not listed, it has no page, and nothing in it reaches your totals, your awards or your rating.

1. At least two real people were in it. You alone on a server with bots is practice, however long you play or however well you do.

2. In team modes, people on both sides. This covers CTF, Team Deathmatch and Freeze Tag. Four people all on red against a team of bots is practice. A flag capture is recorded as "this player capped" and nothing more, so there is no way to tell a capture against real defenders from one against bots. The only honest way to handle it is to not count the game.

3. At least one of them killed another. Two people can share a server for an hour, both farming bots, and never once shoot each other. That is two people in the same room, not a match. A teamkill counts as fighting. Killing yourself, or dying to the map, does not.

How bots are handled

Bots are removed completely, on both sides of every interaction:

  • A bot has no profile and never appears on a scoreboard, a leaderboard or an award list.
  • Killing a bot adds nothing — not to your kills, your kill streak, your efficiency, your per-weapon kills, or your matchup record.
  • Dying to a bot costs you nothing either. It is not a death, and it does not break your kill streak.

The server tells us which clients are bots, so this does not depend on guessing from names. For older logs written before the server reported that, a list of known bot names is used instead.

Your per-match numbers

These are rebuilt from the kill log of each match, counting only kills between two real, tracked people.

Stat How it is counted
Kills Every time you killed another tracked player. Teamkills are not included.
Deaths Every time you died, whatever caused it — another player, a teamkill, yourself, or the map.
Teamkills Killing someone on your own side. Counted separately, and never added to your kills.
Suicides Killing yourself, or dying to the map.
Kill streak Your longest run of kills without dying, within one match.
Death streak Your longest run of deaths without getting a kill, within one match.

How streaks break. Any death ends your kill streak — including a suicide or a fall. Nothing else ends it. A teamkill is the odd one out: it does not add to your kills, but it does not break your streak either.

Streaks do not carry between matches. A streak is always within a single game, so the number you see is the best single run you have ever had, not a running total.

Numbers that come from the game itself

Some stats are not rebuilt from the kill log, because the game does not record them per-event. Instead the server reports one total per player at the end of the match: damage given and taken, accuracy (shots fired and hit), CTF events like captures, returns and defends, thaws in Freeze Tag, item pickups, and the server's own score.

The limitation, stated plainly. The end-of-match report says how much damage you did, not who you did it to. So in a match that counts, if a bot was filling an empty slot, a little of your damage and accuracy may have been against it. There is no way to separate that out — the information is not in the data. In practice it is small, because the games with the most bot activity are exactly the ones that do not count at all.

Time windows

Every leaderboard, profile and award page is shown through one of these windows, which you can switch between:

  • Last 30 days
  • Last 50 gamesyour own most recent games on that server, not the server's
  • All time

A "last N games" window is per-player, not per-server. This is the one that surprises people. It does not mean the server's most recent matches — it means each player's own. So you are being compared on your last games against someone else's last games, which may cover a completely different stretch of time. If you have played fewer than that, it just uses everything you have. Practice games are not in any window, so they do not use up one of your slots.

Stats are also kept separately per server. Your CTF record is not part of your FFA record, and neither is part of your rating on the other.

Awards

There are 31 awards per server, recalculated for each time window, and only the top 10 are kept for each:

Group Awards
Player Best Killer, Highest Kill Streak, Best Efficiency
Carnage Best Killer with Gauntlet, Best Killer with Machinegun, Best Killer with Shotgun, Best Killer with Grenade, Best Killer with Rocket, Best Killer with Lightning, Best Killer with Railgun, Best Killer with Plasma, Best Killer with Bfg
Accuracy Best Overall Accuracy, Best Accuracy with Gauntlet, Best Accuracy with Machinegun, Best Accuracy with Shotgun, Best Accuracy with Grenade, Best Accuracy with Rocket, Best Accuracy with Lightning, Best Accuracy with Railgun, Best Accuracy with Plasma, Best Accuracy with Bfg
CTF Best Supporter, Best Flag Retriever, Best Defender, Best Flag Capper
Freeze Tag Best Thawer
Item Quad Whore, Regen Romper, Haste Hog, Mega Slut

Most are measured per game, not as a raw total, so someone who plays constantly does not win simply by volume. Best Efficiency is your kills divided by your kills plus deaths. Highest Kill Streak is the single best run you have had in any one match.

How you qualify. You need to have played more than about half the average number of games in that window — the bar moves with how busy the server has been, rather than being a fixed number. Accuracy and per-weapon awards have a second bar: enough shots with that weapon, again measured against what everyone else is doing. This stops someone winning Best Accuracy with Railgun off two lucky shots.

Skill rating

Skill is a rating in the style of chess Elo. Everyone starts at 1,600, and it moves only when you do something against someone else.

Kills move it, weighted by weapon — a gauntlet kill moves the most, then shotgun, rocket, plasma and railgun, then machinegun, grenade and lightning. Grapple and telefrag kills move nothing. CTF and Freeze events move it too: a flag capture moves the most of anything in the whole system, several times a kill, while returns, pickups and assists move a little.

How much it moves depends on the gap between you and your opponent. Beating someone rated well above you gains more than beating someone below you, and losing to someone below you costs more. This is why the rating is not just a rephrased kill count.

Nothing in a practice game moves it at all, and neither does anything involving a bot, a teamkill or a suicide. Ratings are per server, each a separate pool — a CTF player and an FFA player are never rated against each other, because flag captures exist on one and not the other.

Names and aliases

Stats follow the person, not the name. If you play under several names, those are linked to one identity and your record is combined. Your profile shows the name you have played under most, with the others listed as also-known-as. One match is one game however many names you used in it.

Identities are linked by network address, not by name alone, so two people who happen to pick the same name stay two people. If your names are not linked, or something is linked that should not be, tell an admin — it is fixable by hand and the fix is reversible.

Still looks wrong?

Report it with the server, the approximate time and what you expected. Individual matches can be looked up directly, so a specific example is much easier to chase than a general feeling.