Everyone should realize right off the bat the reason why we have weight disparity is because we are now divided and subdivided so that there aren't enough players in your pool to gain weight equality while still accounting for skill level. It's obvious that ELO biases towards skill level much more than weight class at this point.
To keep ElO skill rating relevant but allow closer drop weights we need to have a ton limit. And not just any ton limit, but a ton limit that doesn't care how many players are on a team. It goes something like this: 450 ton limit. One team gets 4 Atlases and a Hunchback., the other team gets 2 Catapults, 1 cataphract, 1 Awesome, 2 50-ton Mediums and 2 35-ton Lights. One team drops with 5 and the other drops with 8. If we stick to a sensible ton limit like 450, the fewest mechs a team will have is 5. It doesn't even have to be a hard limit. It would be possible to incorporate a method by which a team can go over the hard limit, but have one or two less skilled players and vise-versa.
This does more than just even out the tonnage, it also makes medium mechs much more valuable, makes the pool with which MM3 has to chose players from larger and allows teams to get a general idea of what strategy they should play with.
I know some of you will poo-poo the idea because of the player count disparity, but in my mind, this will actually make matches more even. The biggest difference is the ability to chose a strategy at the start of the match based on your teams consist. For instance, a good strategy for a 4 Atlas 1 Hunch team is to defend the base. Send out the Hunch to scout (not too far ahead) and the rest stay near the base so you'll be able to deal with the eventual base cap attempt.
What are your thoughts?
Edited by operator0, 21 February 2013 - 03:49 PM.