| Player | KOST | ATK% | DEF% | KOA | HS% | Kills | Clutch | IR |
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| Player | KOST | ATK% | DEF% | KOA | HS% | Kills | Clutch | IR |
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The OPIndex Match Tracker is a manual data entry tool designed to log what each player does in every round of a match. Think of it as a scorecard — after each round ends, you log a handful of yes/no fields and kill counts, and the tracker builds a picture of your performance over time.
It works in three modes: Solo (just tracking yourself), 5v5 Player (tracking yourself within a full team), and Observer (logging stats for all players on both teams). Data is saved automatically in your browser between sessions, and can be exported as a JSON file and imported back at any time.
Your data stays on your device. Nothing entered into this tool is collected, transmitted, or stored anywhere outside your own browser. Only you can see it.
This tracker is the data collection layer for a ranking system that is currently in design. No live ranking or ladder exists yet — the stats you see here are local to your device and are not fed into any backend system at this stage.
The intended system, once built, would calculate each player's MMR (Match Making Rating) — a number that determines your position on the ladder. The design principles behind it are:
• Wins always increase your rating, losses always decrease it. No exceptions.
• How much it changes depends on how you played. A dominant performance in a loss would hurt less. A passive performance in a win would gain less.
• Stat padding would be penalised. Surviving without contributing wouldn't help your rating.
• Side balance would matter. Performing on both attack and defence would be rewarded over time.
The planned ladder uses seven example rank tiers — Copper, Bronze, Silver, Gold, Platinum, Diamond, and Elite — each subdivided into III, II, and I divisions. These names and thresholds are illustrative and subject to change.
From those round-by-round inputs, the tracker calculates four key metrics that roll up into your Impact Rating. In the planned ranking system, these would feed directly into your MMR calculation.
This system does not exist yet. The following describes the intended design for when the ranking backend is built. No MMR is being calculated or stored from this tool at this stage.
The intended design uses three factors:
1. Win or loss. A win would always give positive MMR, a loss would always cost MMR. You could never gain MMR from a loss or lose it from a win.
2. How expected the result was. If your team was the heavy favourite and you won, you'd gain less. If you were the underdog and won, you'd gain more — calculated using an Elo-style formula based on average team MMR.
3. Personal performance. Your Impact Rating would be compared to your own recent history (last 15 matches). Playing above your usual level would earn more MMR. Below your usual level would earn less (or cost more on a loss).
The combined modifier would mean MMR changes range from a minimum floor of ±2 MMR up to ±30% more or less than the base amount.
The following rank tiers are illustrative examples from the design specification — names, MMR thresholds, and the number of divisions are all subject to change. They are included here to give context for how the system is intended to work, not as a final specification.
| Rank | MMR Range | Notes |
|---|---|---|
| Copper | Below 1200 | Starting out or struggling to find footing |
| Bronze | 1200 – 1349 | Below average but improving |
| Silver | 1350 – 1499 | Average — most players land here |
| Gold | 1500 – 1649 | Above average, consistent performer |
| Platinum | 1650 – 1799 | Strong player. Inactivity decay begins here (−5 MMR/day after 7 days) |
| Diamond | 1800 – 1949 | Elite level. Decay −10 MMR/day |
| Elite | 1950+ | Top of the ladder. Decay −15 MMR/day |
The planned season length is 8 weeks. The design includes a soft reset between seasons — MMR would be partially pulled back toward the midpoint (higher-ranked players pulled back more), so everyone has to re-establish themselves each season. A demotion shield of 3 matches would apply after a tier promotion. All of these specifics are provisional.