Statistically, people think that an average KDR should be around 1.0 given that for every Kill, there's a death. But people are looking at the equation all wrong. They're assuming total kills and total deaths, without regard for who those kills are attributed to. By that I mean, let's take this scenario for 5 people, all in the same match playing a FFA:
Player 1 - 30 Kills - 11 Deaths - 2.72 Ratio
Player 2 - 28 Kills - 15 Deaths - 1.86 Ratio
Player 3 - 16 Kills - 19 Deaths - 0.84 Ratio
Player 4 - 10 Kills - 22 Deaths - 0.45 Ratio
Player 5 - 3 Kills - 20 Deaths - 0.15 Ratio
Now, statistically, there's 1 death per kill. But the average ratio doesn't add up to 1.0. If you get the average of all their K/D Ratios, it comes out to about 1.20. So you can see how the average ratio isn't as simple as just adding up all the kills and deaths in the game. The average K/D for that match turned out to be 1.20 despite an even number of kills and deaths.
You messed up somewhere in your math. If you take the average of all ratios in your example, it comes out to 1.00333333etc. The additional 1/3 of 1% comes from having rounded the individual kdrs to two decimal places. Broken down:
2.72+1.86+0.84+0.45+0.15 = 6.02/6 = 1.00333333
If you wanted to find the median k/d level among a group of players, you would need to create a bell curve using all k/ds and find where it peaks. This would best be done using a much larger sample size than a single lobby, but I suspect it would still end up somewhere right around 1, give or take maybe 0.2.
Where in the hell did you people learn math?
He was right its the avg kdr in his example was 1.2. You divided your set by 6 as opposed to 5. He specifically said 5 people and there are 5 kdrs in the example.
During MW3 I actually recorded about 300 k/d from players in the lobby with me (from several different lobbies, obviously) and I did get a roughly normally distributed bell curve with the average around 1.25. It was slightly skewed to the lower end, it was not 100% normally distributed (though I think my r value was like .98...this was back when I was in school, I have since forgotten a lot about stats). The lowest k/d you can have is 0, and very few pleople had one lower than .5, and the highest you can have is infinite, though very few had higher than 3.
Anyway, the average may be a little lower on this game, but 1.25 seemed like a solid result for an "average" k/d in MW3.
There seems to be a lot of definition of average, because of extra 'weight' on higher K/D's than lower ones. But in the end, Adding everything together the total is K/D 1.00, even though K/D is measured for individuals. I'm basically looking for the 50th percentile, but I'll settle for slightly less if I can't reach that.
For all the people who will tell you KDR doesn't matter, they are full of baloney. No matter what game mode you play there is going to be a team full of hostiles playing against you. Achieving any objective is going to require you to take them out.
However, W/L trumphs KDR anyday. You don't always have to massacre teams to win but the most important thing is to WIN. That being said, players will always give you crap for having less than a 1.0 KDR even if you are winning. We as players, don't have enough data to truthfully come up with an average KDR but you basically want to keep it above 1.00.
Unless you play constant Team deathmatch, K/D means nothing for example my K/D at the moment is 0.80 but that's only because when I play Domination I always jump onto B when no one else really is meaning I take atleast 10 deaths trying to get 1 capture but when I go into Search and Destroy I usually get atleast a 2.00 K/D.
Agreed. I play more Domination than anything. I rush and try to cap. I am barely above a 1 K/D. I get killed a lot by guys camping B or routes to B.
It makes me giggle when people go 25-2 with 2 caps and say they are helping the team by suppressing the enemy. LOL. Yeah, you aren't the one fighting tooth and nail and getting smoked left and right actually trying to gain points.
it takes both guys trying to supress and guys running the caps . in my clan we alternate as 3 teammates cap flags and 3 hold down main routes to b flags. once we have that locked down we start spawn trapping . most of us only get 4 caps a game the spawn caps and b caps each round because once we have it locked down there is nothing else to capture ... triple capping forces random spawing which means were most likely to lose a flag behind us
.80 kd is bad no matter how you look at it. You can't use a "I rush to B every time and die" excuse. Mindlessly rushing B and dying over and over only feeds the other team kills and killstreaks which will lose you the game. If you have a team that doesn't get on B, you just need to learn to cap the other point, or go around and clear out the people camping B.