REDSEC

RSR methodology

Version rsr-1.0

RSR, the REDSEC Rating, sums up how well a player played in one number. We rate your kills, damage, assists and revives in each game against the field's average: 1.00 is an average player-game, and 1.50 is a game half again as productive. Every box score prints it per game, to two decimals. An event, a career or a run of form takes the mean of the game ratings inside it. Squad placement plays no part.

How it works

One game at a time

Each term divides what you did in a game by a fixed baseline: the field's mean per player-game across 6041 player lines from Cash Cup #1, all three regions. We add the four ratios up using weights that sum to one. Match the baseline on every stat and you rate 1.00.

We publish the baselines as constants rather than a live average, so adding cups to the record leaves your past games alone. A game's rating moves when we release a new version, and the version sits at the top of this page.

The record holds 18447 rated player-games. Their mean is 1.02 and their median 0.71. One game in ten rates above 2.42, and 7% rate 0.00, most from squads knocked out before their players did anything. The top end runs heavy: among players with seven or more games in a cup, the median event RSR is 1.01.

Kills

Kills carry the largest weight, 0.45. A kill removes an opponent from the lobby, and no other stat does that. The baseline is 1.63 kills per game, so each kill adds +0.276 to your game rating.

Damage

Damage carries 0.30. In a four-player squad the finish goes to whoever stands closest, and damage keeps your share of a fight when a teammate takes the kill. The baseline is 437 damage per game, so each 100 damage adds +0.069.

Kills and damage correlate at 0.79 per game in the record. They overlap, so damage sits below kills in the weights.

Assists

Assists carry 0.15. Squads fight together, and an assist credits you for a kill that went to someone else. Assists correlate 0.55 with kills and 0.62 with damage, so they tell us things the other two terms miss. The baseline is 1.78 per game.

Revives

Revives carry 0.10. Your squad survives on them, and no kill column shows them. We keep the weight light because you revive someone after a fight went wrong. The baseline is 0.42 per game, which makes one revive worth +0.238.

Missing stats

We treat a missing stat as unknown and never score it as zero. If a line lacks one term, we drop that term and scale the other weights up to fill its share. A line with none of the four gets no rating, and we leave it out of every average.

Events, careers and form

Your event RSR is the mean of your game ratings in that event, the same numbers its box scores print. Your career RSR takes the mean over every rated game. The rolling line on your player page takes the same mean over a trailing window of games.

Carry

Carry takes your RSR in a game, subtracts the mean RSR of the teammates we rated in that game, and averages the result over your games. A carry of +0.40 means you out-rated the people beside you by 0.40 per game. It measures you against the squad you played with that day.

What we leave out

Our source publishes no survival time, so every line has that field empty. Knocks show up on about 2% of lines, far fewer than the game produces, so the source misses most of them. A term built on either would measure the source instead of the player, so we leave both out and don't reweight for them. We leave squad placement out on purpose; the limitations section explains why.

Weights

TermWeightBaseline per gameEach adds
Kills0.451.63+0.276 per kill
Damage0.30437+0.069 per 100 damage
Assists0.151.78+0.084 per assist
Revives0.100.42+0.238 per revive

The site reads this table from the code that computes the rating, so the two always agree.

Worked example

aTz of Tactical Minds, Cash Cup #1 EMEA, Round 1, lobby 2, game 2. Divide each stat by its baseline, multiply by its weight, and add the four results.

TermValue÷ Baseline= Ratio× Weight= Adds
Kills 2 1.63 1.23 0.45 0.552
Damage 681 437 1.56 0.30 0.468
Assists 3 1.78 1.69 0.15 0.253
Revives 1 0.42 2.38 0.10 0.238
RSR 1.51

Event MVP and EVPs

We name one Most Valuable Player and 5 Exceptionally Valuable Players for every completed event. The player with the best event RSR takes MVP, and the next 5 take EVP.

To qualify, you need at least half the games of the longest run anyone made in that event, rounded up. A squad knocked out in the first round plays four games and a finalist plays fourteen, so the floor sits at 7 games. In a ten-game cup it sits at 5. Four hot games from a squad that went out on day one make a highlight, and we want the award to reflect a whole event. When two players tie on RSR, the one with more games wins, then the lower player id, so the result comes out the same every time.

A final holds 24 squads of four, 96 players. One MVP and 5 EVPs honours six of them. We keep the list short because a single battle royale game swings more than most.

We name awards once, when the event completes, and store them with the RSR version that named them. A later version of the formula leaves past MVPs where they are. Events we imported from archives without player lines name nobody.

Limitations

Squad attribution

Four players share one placement, and nobody can split it among them, so RSR leaves it out. Passengers on winning squads don't rate as stars. The cost: RSR can't see survival. A squad that lives longer has more time to fight, which gives its players more chances on every term. Use Carry to read a player against teammates who had the same chances.

Opposition

A kill in an open first-round lobby counts the same as a kill in a final. Players on a strong squad can build their event RSR against weaker fields in the early rounds. The lobby and match-day boards show RSR within one lobby for that reason.

Sparse sourced lines

We only have player lines where a source published them. Your RSR covers the games with a line, which can be fewer than your squad played, and every table prints the games count beside it. Archived events carry standings alone and have no RSR.

One calibration

The baselines come from one set of cups. If later cups run hotter or colder, the average player-game will drift from 1.00 until the next version recalibrates.

FAQ

How can a player on a squad that didn't win take MVP?

RSR rates what you did, and your squad's finish sits outside it. The cup win belongs to the squad, and your player page records it as a trophy.

Why do good players rate 2 or 3?

1.00 marks the average, and battle royale output runs lopsided. In a given game many players go out with nothing while a few take eight or ten kills. A strong four-player squad can take over a 96-player lobby.

Why did my number change from Impact?

Impact put the median player at 100 and weighted kills 0.60, damage 0.30 and revives 0.10. RSR puts the average player-game at 1.00, adds assists, and works per game. No fixed factor converts one into the other.

Will my rating change later?

A game's rating changes if someone corrects its line or we release a new version. Your event and career figures move as you play more games.

Version history

VersionChange
rsr-1.0RSR replaces Impact as the headline rating. Per game, centred on 1.00, with fixed baselines from Cash Cup #1. Kills 0.45, damage 0.30, assists 0.15, revives 0.10. Adds event MVP and EVPs.
impact-1.1Impact: kills 0.60, damage 0.30, revives 0.10, indexed to 100 at the field's median player over careers of four or more games.