Which weapon is too strong, which one is a trap, and which one is a hidden gem?
How often a weapon is chosen and how often it wins tell different stories, and only the two together say what to change. This entry sorts every weapon into a clear group, so your AI proposes the right fix instead of nerfing a favourite.
Why this works
Popularity alone and winning alone each mislead. Only together do they show whether people choose something because it is strong, because it looks good, or because they have not found the better one. Naming the group tells you what kind of fix to try.
When not to use it
Skip it when too few matches exist or when only experts play, since the numbers then reflect who chooses, not the weapon. With a small group, watch people play and ask them instead of counting.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which weapon is too strong, which one is a trap, and which one is a hidden gem?" (read_entry weapon-pick-share-versus-win-rate) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP