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Match Making Update
- All new players starting the game will have 2 Elo scores assigned to them.
- New Player Elo = 1100 (N-Elo)
- Standard Player Elo = 1300 (S-Elo)
- Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
- The outcome of the game will affect both their N-Elo score and their S-Elo score.
- When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
- This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.
- All new players starting the game will have 2 Elo scores assigned to them.
- New Player Elo = 1100 (N-Elo)
- Standard Player Elo = 1300 (S-Elo)
- Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
- The outcome of the game will affect both their N-Elo score and their S-Elo score.
- When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
- This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.
So what happens in the 25 game window when there are not enough new players online at the same time to create a 16 player match?
You were right to create a seperate ELO for new players, and seperate them from the rest, but you need to make this a permanent option, and call it "beginner queue" While the higher ELO setting you shall call... "normal queue".
The beginner Q should have a ELO cap, of say... 1199(Or whatever score turns out to be the top end of below average.) . And if those players exceed that they henceforth move up into the normal q. There should also be an option for older players to 're-seed' their ELO back to the starting point for a MC cost.
25 games as a new player before throwing them to the wolves is not enough.
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Beagle Active Probe
- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.
- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.
Now this is confusing... are you saying that a mech carrying both bap and ecm is bad? Its own ecm is ruining the effects of its own bap? That is silly. You know you could always increase the weight of these items a little bit... INSTEAD.
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- The UAV can target Mechs that are shielded by ECM and will share this with your team
- Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive this
- Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive this
These 2 effect lines contradict. And with the effective ranges of the UAV and ECM, it pretty much makes the UAV a useless feature. Just let the UAV counter ECM. Devs... rethink this.


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