The common thing was their stats. I checked key gameplay metrics for robots - win rate, lifetime, and damage done. And within a class robots had quite similar stat profiles.
- Glass canons - explosive robots. Short lifetime, high damage, average win rate
- Brwalers - opposite. High lifetime, low damage
- Snipers - high damage, high lifetime, low win rate
- Saboteurs - no damage, short lifetime, high win rate
- Supports average lifetime and win rate, low damage
While damage and lifetime are more or less obvious parameters in statistics and class design, win rate picture here is interesting. Some robots win more often with no damage done. And some lose with a lot of damage. That's because win condition in the game is capturing control points. So light saboteur robots can leverage mobility to win more without participating in combat and dying fast. Snipers dish out a lot of damage but do not interact with control points and don't move the team to victory.
Gameplay patterns were clear in raw numbers. And what's more important, players were able to feel those numbers. Even when designers had no classification and no idea about this meta, no UI hints, players were able to correctly categorize the content.
This is not only my work. I did an initial check by looking at numbers, but then analytics ran a proper cluster analysis and offered some valuable corrections to my model. Later they took over this project and expanded it a lot.