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GLOSSARY

Terms Around Project CIR

This glossary explains central terms related to Combat Impact Rating, the rating model and the public presentation of the project.

The explanations are intended to improve understanding and do not include internal formulas, weightings or technical calculation details.

General CIR Terms

Combat Impact Rating

A rating approach for representing a player's actual battle impact.

Combat Impact Rating, or CIR for short, is intended to evaluate battle performance beyond individual raw values. The goal is to make a player's actual impact in battle easier to understand.

Battle Impact

A player's actual contribution to the course of a battle.

Battle impact describes how strongly a player influences the course of a match with their vehicle. Damage, survival, support, positioning and tactical decisions can all contribute to this.

Raw Values

Directly measurable values such as damage, kills or support.

Raw values are individual, directly visible battle values. They are important, but they do not always fully explain how meaningful or effective a contribution was during the battle.

Rating Model

Rating Areas

The central pillars from which CIR derives battle impact.

The rating areas form the foundation of the public CIR model. Damage Efficiency, Armor Efficiency, Assist and Tactics are currently shown as the central impact areas.

Impact Parameters

Values that may contribute to the evaluation of a rating area.

Impact parameters are data points or performance values that may play a role when classifying a rating area. Publicly, they are only named in general terms, without internal weightings or formulas.

Role-Based Rating

Evaluation in relation to a vehicle's task.

Not every vehicle fulfills the same task. A role-based rating therefore considers whether a player used their vehicle to create impact in a way that fits the respective role.

The Four CIR Pillars

Damage Efficiency

Evaluation of the effect of caused damage.

Damage Efficiency does not only consider the amount of damage, but also whether that damage was meaningful, effective and applied at the right time in the battle.

Armor Efficiency

Evaluation of defensive vehicle usage.

Armor Efficiency describes how effectively a player uses their vehicle defensively. This may include durability, survivability, blocked or avoided damage and meaningful use of armor.

Assist

Evaluation of supportive impact for the team.

Assist describes contributions that do not necessarily come from personal damage. Examples include scouting, enabling actions and support for the player's own team.

Tactics

Evaluation of positioning, control and decisions.

Tactics describes player impact through positioning, map control, decision-making and reacting appropriately to the respective battle situation.

Impact Parameters

Damage Impact

Classification of the effect of caused damage.

Damage Impact describes whether caused damage was actually relevant in the battle. It is not only about the amount of damage, but about the importance of that damage in the respective battle flow.

Vehicle Context

Classification of performance in relation to the vehicle being played.

Vehicle Context means that performance is not viewed in isolation. A vehicle's role, characteristics and typical task can influence how a contribution is classified.

Enemy Context

Classification of impact in relation to enemy vehicles and situations.

Enemy Context describes that not every effect against every enemy should necessarily be classified in the same way. What matters is how relevant the impact was in the concrete battle.

Battle Tier

Classification of performance within the respective matchmaking and tier environment.

Battle Tier describes the framework in which a performance occurred. Performances may need to be interpreted differently depending on the battle environment.

Usage Profile

Description of how a vehicle was used in battle.

Usage Profile describes whether a vehicle was used more offensively, defensively, supportively, flexibly or from distance. The key factor is whether the usage matched the role and situation.

Hit Impact

Classification of the actual effect of hits.

Hit Impact describes whether hits created a relevant effect during the battle. It is not only about whether a hit occurred, but whether it resulted in a meaningful contribution.

Defensive Impact

Classification of defensive contributions to the course of the battle.

Defensive Impact describes how a player influences the battle through durability, absorbing pressure, avoiding damage or controlling dangerous situations.

Survival Context

Classification of survival in relation to usefulness and battle situation.

Survival is not considered in isolation. What matters is whether staying alive actually benefited the team or the course of the battle.

Threat Context

Classification of the enemy threat situation.

Threat Context describes the pressure a player was under and how meaningfully they handled that situation.

Vehicle Stability

Classification of how well a vehicle could fulfill its task under pressure.

Vehicle Stability describes whether a player was able to use their vehicle effectively even in difficult situations without unnecessarily giving up its role.

Armor Usage

Classification of meaningful use of armor and vehicle strengths.

Armor Usage describes whether a player made meaningful use of the defensive properties of their vehicle, for example through positioning, angling or controlled pressure absorption.

Damage Avoidance

Classification of avoided or controlled dangerous situations.

Damage Avoidance does not only describe blocked damage, but also situations in which damage was avoided through good positioning, timing or risk control.

Spotting Impact

Classification of impact through vision, scouting and information gain.

Spotting Impact describes how strongly a player influenced the battle through vision and information.

Support Impact

Classification of supportive contributions for the player's own team.

Support Impact describes contributions that help the team without necessarily becoming visible through personal damage.

Team Value

Classification of the practical value of an action for the player's own team.

Team Value describes whether an action gave the team a real advantage during the battle.

Information Gain

Classification of information gained for decisions during battle.

Information Gain describes whether scouting or presence created important information that helped the team tactically.

Enabling Impact

Classification of actions that enable impact for allies.

Enabling Impact describes situations in which a player does not directly cause the main damage themselves, but enables impact for the team through their action.

Support Context

Classification of supportive performance within the respective battle context.

Support Context describes that supportive actions can be classified differently depending on vehicle role, team development and battle situation.

Positional Impact

Classification of impact through positioning.

Positional Impact describes whether a position was chosen meaningfully and whether it influenced damage, control, support or the course of the battle.

Map Control

Classification of influence over important areas of the map.

Map Control describes whether a player influenced space, flanks or important battle areas through position, presence or decisions.

Decision-Making

Classification of important decisions during battle.

Decision-Making describes whether a player acted appropriately for the situation, for example by applying pressure, retreating, changing position or supporting the team.

Objective Impact

Classification of influence on battle-deciding objectives.

Objective Impact describes contributions to objectives such as defense, attack, pressure on key positions or decisive battle situations.

Timing Impact

Classification of the timing of an action.

Timing Impact describes whether an action happened at the right time and therefore became relevant to the course of the battle.

Battle Flow

Classification of performance in relation to the development of the match.

Battle Flow describes how a match developed and whether an action was actually meaningful within that development.

Role Alignment

Classification of performance based on the intended vehicle role.

Role Alignment means that CIR does not evaluate performance generically. What matters is whether a player used their vehicle to create impact in a way that fits the respective role.

Vehicle Roles

Assault

Vehicle role with an offensive orientation.

Assault vehicles are designed for active pressure and offensive battle situations. The exact evaluation may vary depending on the vehicle and battle situation.

WG vehicle role

Breakthrough

Vehicle role focused on frontline pressure and durability.

Breakthrough vehicles are often designed to hold positions, build pressure or open lines. Durability and defensive impact may play a larger role here.

WG vehicle role

Sniper

Vehicle role focused on impact from distance.

Sniper vehicles often create impact from longer range. It can be relevant how effectively damage is generated from the respective position.

WG vehicle role

Support

Vehicle role with a stronger supportive task.

Support vehicles often contribute indirectly or depending on the situation. Their impact can come from damage, control, support or flexible reactions.

WG vehicle role

Versatile

Vehicle role with flexible task distribution.

Versatile vehicles can take on different tasks depending on the situation. For CIR, it is therefore especially relevant how appropriately and effectively they were used in the concrete battle.

WG vehicle role

Light Tanks

Separate consideration due to their special scouting role.

Light tanks are considered separately in the CIR rating system because their task is more strongly based on scouting, information gain and tactical support.

Separate CIR role

Artillery Vehicles

Currently not part of the CIR rating.

Artillery vehicles are currently not included in the CIR rating. Due to their special playstyle, they require their own role evaluation, which will only be implemented in a later development step.

Not considered yet

Data Collection & Development

Mod Client

Client for collecting relevant battle data.

A dedicated mod client is required to collect relevant battle data. It is intended exclusively for data collection and later evaluation.

Data Collection

Collection of relevant battle information for later evaluation.

Data Collection describes the technical collection of specific battle information. This data is intended to later make ratings more traceable and comparable.

Closed Beta

Closed test phase before public use.

The closed beta is used to test data collection, evaluation, traceability and comparability of the system before broader public use becomes possible.