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BEYOND ALL REASON
Compare players. Understand their game.
Compare players in the same role and equivalent mirrored starting spots. Choose any date interval (last 30 days by default) using available completed public replay simulations. Players of any rating can be compared.
Supreme Isthmus v2.1 · 8v8 economy, combat investment and movement
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One account, including previous names
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All matches combines settings groups. Select one group to keep the recorded gameplay settings matched.
Equivalent positions on opposite sides are included together.
Search public player accounts, then choose which player to add. Choose Use as A or Use as B to fetch that player’s public history.
Search when you want to add a player from public replays.
Share this report, its selected milestone and movement time.
Win rates describe the included matches and exclude unknown results. They do not isolate the effect of one player’s decisions, teammates or opponents.
Recorded contribution at the same stage of the game, with context from other players in the same position. These measurements describe what happened; they do not assign responsibility for winning or losing.
Values are averages per game. A role percentile near 50 is typical; higher means more of that measurement, including losses, and is not automatically better. Expand a category to explore it.
How the other seven players develop alongside each comparison player, relative to their own matched games. These are observed associations, not proof that one player makes teammates better or worse.
Values are averages per matched teammate, with each game weighted equally. Actual and expected use the same teammates. A positive difference means more of that measurement, including losses; it is not automatically better.
Measurements use the same recorded milestones from 5:00 onward. Shorter games and missing samples reduce the contributing count at later checkpoints. Archive records with only final totals cannot supply earlier milestones.
No recorded milestones at or after 5:00 are available for these histories.
Average per game at the selected time. “So far” counts from game start. “Still owned”, “still standing” and “under construction” describe what you own at that moment.
Fighting units means mobile weapons and shields. Defensive buildings means fixed weapons and shields, such as turrets and anti-air defences. Commanders, builders and factories are excluded from both.
Metal value uses normal build cost and construction progress: a half-built 100-metal turret counts as 50 metal. Damage to a completed unit or building does not reduce its metal value.
| What is measured | Player A mean | Player B mean | Difference (A − B) |
|---|
“Middle 50%” shows the range containing the middle half of that player’s game results. The difference is player A’s average minus player B’s: a positive number means A has more, not necessarily better performance.
Positions are recorded every 15 game seconds. These maps show completed mobile combat units at the selected time, averaged over captured games with mirrored starts rotated into the same orientation. Each aggregate view requires at least five captured games.
Playback advances 15 seconds of match time every 0.75 seconds. It starts paused.
Actual map terrain. Both players use the same view and colour scale. Opposite starting sides are rotated into this orientation.
Map: Supreme Isthmus v2.1 · Nikuksis / Beyond All Reason
The crop stays fixed as you move through time. Brighter cells mean more units; these show locations at the selected time, not individual paths.
Observed unit and building construction starts, in time order. Starting units, transfers and complete-at-creation units are kept separate; complete-at-creation units may be resurrected or free. Construction ownership does not identify who funded allied assistance.