I have received screenshots of the post-game ticket breakdowns from 46 public RAAS games, mainly on somewhat high-quality servers. They are dated from late November 2024 to early January 2025. This is nearly 40 hours of play time, so not definitive, but still good enough for some basic insight. Here are some easy statistics that might be interesting: 48 MINUTES 35–40 MINUTES 65–75 MINUTES the average length the shortest matches the longest matches of a pub match 70 % OF THE TIME 60 TICKETS is the match won by the team is the median score advantage that gets first to the mid cap of first team to mid cap (even if there are no further caps) 1/3 GAMES 60 % end in a stalemate after chance of recapturing an objective the initial neutral captures (non-neutral) capture 4.9 TICKETS PER MINUTE +2.0 TICKETS PER MINUTE mean ticket loss rate of higher loss rate for winning team losing team 1.2 × how much more important it is to improve ticket gain compared to reducing ticket loss 2.5 TICKETS PER MINUTE -0.9 TICKETS PER MINUTE mean ticket gain rate of lower gain rate for winning team losing team 1–6 TICKETS PER MINUTE net ticket loss rates commonly observed 10 % OF TEAMS can be classified as best teams (based on gross ticket gain rate > 4/minute) 100 % +4.9 TICKETS PER MINUTE their match win rate how fast they gain margin against their opponents (this breaks down according to the table below) kill/cap rate loss rate ticket advantage infantry 3.8 PER MINUTE 2.8 PER MINUTE +1.0 TICKETS PER MINUTE radio EVERY 15 MINUTES EVERY 80 MINUTES +1.1 TICKETS PER MINUTE vehicle EVERY 2 MINUTES EVERY 2.6 MINUTES +0.6 TICKETS PER MINUTE objective EVERY 25 MINUTES EVERY 7 HOURS +2.2 TICKETS PER MINUTE 32 % OF TEAMS can be classified as good teams (based on gross ticket gain rate 2–4/minute) 65 % +1.7 TICKETS PER MINUTE their match win rate how fast they gain margin against their opponents (this breaks down according to the table below) kill/cap rate loss rate ticket advantage infantry 3.8 PER MINUTE 3.4 PER MINUTE +0.4 TICKETS PER MINUTE radio EVERY 20 MINUTES EVERY 30 MINUTES +0.3 TICKETS PER MINUTE vehicle EVERY 2.2 MINUTES EVERY 2.6 MINUTES +0.3 TICKETS PER MINUTE objective EVERY 50 MINUTES EVERY 110 MINUTES +0.7 TICKETS PER MINUTE 58 % OF TEAMS can be classified as okay teams (based on gross ticket gain rate < 2/minute) 35 % -1.7 TICKETS PER MINUTE their match win rate how fast they lose margin against their opponents (this breaks down according to the table below) kill/cap rate loss rate ticket advantage infantry 3 PER MINUTE 3.4 PER MINUTE -0.4 TICKETS PER MINUTE radio EVERY 45 MINUTES EVERY 25 MINUTES -0.4 TICKETS PER MINUTE vehicle EVERY 3 MINUTES EVERY 2.6 MINUTES -0.3 TICKETS PER MINUTE objective EVERY 10 HOURS EVERY 90 MINUTES -0.6 TICKETS PER MINUTE DEFENDING AND ATTACKING OBJECTIVES DEFENDING AND ATTACKING RADIOS is the largest difference between is the next largest difference team skill levels between team skill levels GETTING KILLS AND AVOIDING DEATHS DESTROYING AND CONSERVING VEHICLES does more good for bad teams than does not greatly differentiate teams good ones, which should focus on of different skill levels radios instead +37 % increase in radio losses after volume boost update (bonus fun fact)