So I decided to start this thread because I haven't seen any real easy solutions to testing, nor have I found incredible resources regarding them in any way that could be deemed easy. I've seen the odd question or two on how to perform tests and why they should be done, I've answered these a few times in the past and I feel they're decent questions to ask. Recently I've been doing some testing with MFB combination's and other various MFB related theories and/or curiosities, and while I would never say my way is the ONLY way to do things, I believe it is one of a few solid methods of testing with accurate results.
I'm starting this thread with the intention of gathering a well versed resource for testers and eventually publishing a wiki article on it as well. Things here are hugely open for discussion and as this sub forum dictates, criticism should be expected, hopefully more along the lines of the constructive variant. If we some how come down to deciding one or two solid methods of testing then all the better.
For testing, accuracy is one of the most crucial elements, if one isn’t as accurate as possible for a test why even bother? The results won’t be true and will have very little merit to yourself or anyone else interested in your results. Anyone testing should strive to achieve the most accurate methods possible otherwise it is a waste of time and in many cases, resources, like Rubber Flat bottoms which wear out over time. Repetition is generally necessary, consistency ties into this, and for MFB’s it is a dominating factor for judging performance.
Real simple break down of one of my more recent tests to get an idea of what I'm talking about below: Storm Pegasis 90/100/105 RF Results
How I typically test is 3 repetitions of 20 round battles with recorded outcomes and supposed reasoning. Essentially this means 60 recorded rounds. Breaking them down into sets of 20 makes it easier for taking notes as well as on the spot comparison. It can also be utilized to create an average win % ratio. This method was particularly useful for determining the Storm competitive combo’s information regarding to each combinations performance as well as establishing various other factors like Point of Contact for Storm’s smash attack and Libra’s Wheel.
Shooting methods is another subject for this discussion and I believe it heavily affects accuracy in the long run. It can often generate or eliminate questions of bias in testing environment and skewer accuracy overall.
Alternating Launching or as I like to call it “Fire one, Fire two†is a method where one person starts each round alternating launching the testing combinations first and second.
EX:
Round 1: Tester launches MF Libra C145WB first then launches Quetz 90RF as quickly as possible after.
Round 2: Tester launches Quetz 90RF first then launches MF Libra C145WB as quickly as possible after.
Round 3: Tester launches MF Libra C145WB first then launches Quetz 90RF as quickly as possible after.
Round 4: etc, etc.
This particular method is generally used when one has no one else to test with; it forgoes typical battle conditions by having one beyblade launched first then another. Since in an actual battle, which the test is supposed to be preparing for, both beyblades are launched at once, this method is definitely not as accurate as it could be. Several factors weigh against it such as first beyblade positioning, launching from the same side of the dish, and first encounters.
The other method is a near perfect simulation of an actual beybattle (in my case with 20 rounds) where both players (testers) launch at once and attempt actual shooting techniques. The only true problem herein lies within the abilities of the testers and how well they’ve perfected their shooting techniques. If either blader is unable to shoot properly, or how the test was intended to be done the results won’t be as accurate, or in some cases relevant enough. In the case of testing an attack type for competitive combo’s a proper sliding shoot is necessary as it is a more common technique used and therefore a more likely movement pattern for the test combination to take.
Discuss!
I'm starting this thread with the intention of gathering a well versed resource for testers and eventually publishing a wiki article on it as well. Things here are hugely open for discussion and as this sub forum dictates, criticism should be expected, hopefully more along the lines of the constructive variant. If we some how come down to deciding one or two solid methods of testing then all the better.
For testing, accuracy is one of the most crucial elements, if one isn’t as accurate as possible for a test why even bother? The results won’t be true and will have very little merit to yourself or anyone else interested in your results. Anyone testing should strive to achieve the most accurate methods possible otherwise it is a waste of time and in many cases, resources, like Rubber Flat bottoms which wear out over time. Repetition is generally necessary, consistency ties into this, and for MFB’s it is a dominating factor for judging performance.
Real simple break down of one of my more recent tests to get an idea of what I'm talking about below: Storm Pegasis 90/100/105 RF Results
How I typically test is 3 repetitions of 20 round battles with recorded outcomes and supposed reasoning. Essentially this means 60 recorded rounds. Breaking them down into sets of 20 makes it easier for taking notes as well as on the spot comparison. It can also be utilized to create an average win % ratio. This method was particularly useful for determining the Storm competitive combo’s information regarding to each combinations performance as well as establishing various other factors like Point of Contact for Storm’s smash attack and Libra’s Wheel.
Shooting methods is another subject for this discussion and I believe it heavily affects accuracy in the long run. It can often generate or eliminate questions of bias in testing environment and skewer accuracy overall.
Alternating Launching or as I like to call it “Fire one, Fire two†is a method where one person starts each round alternating launching the testing combinations first and second.
EX:
Round 1: Tester launches MF Libra C145WB first then launches Quetz 90RF as quickly as possible after.
Round 2: Tester launches Quetz 90RF first then launches MF Libra C145WB as quickly as possible after.
Round 3: Tester launches MF Libra C145WB first then launches Quetz 90RF as quickly as possible after.
Round 4: etc, etc.
This particular method is generally used when one has no one else to test with; it forgoes typical battle conditions by having one beyblade launched first then another. Since in an actual battle, which the test is supposed to be preparing for, both beyblades are launched at once, this method is definitely not as accurate as it could be. Several factors weigh against it such as first beyblade positioning, launching from the same side of the dish, and first encounters.
The other method is a near perfect simulation of an actual beybattle (in my case with 20 rounds) where both players (testers) launch at once and attempt actual shooting techniques. The only true problem herein lies within the abilities of the testers and how well they’ve perfected their shooting techniques. If either blader is unable to shoot properly, or how the test was intended to be done the results won’t be as accurate, or in some cases relevant enough. In the case of testing an attack type for competitive combo’s a proper sliding shoot is necessary as it is a more common technique used and therefore a more likely movement pattern for the test combination to take.
Discuss!