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Balanced Matchmaking With Base Value


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Poll: matchmaking calculating on base value (33 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (28 votes [84.85%] - View)

    Percentage of vote: 84.85%

  2. No (5 votes [15.15%] - View)

    Percentage of vote: 15.15%

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#1 Dracus Steamwork

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Posted 11 March 2013 - 04:42 PM

Hello Mechwarriors from the four sides of the galaxy !

Here's an idea about how we could make a matchmaking more well balanced without destroying the actual matchmaking, that idea come from the simple fact a game with 3 atlas and 4 awesome (plus 5 and 4 mechs to complete each team) as assault, which are, in term of tonnage, almost equal (300 vs 320) wouldn't be, in any case, balanced.

The idea is a point's system much alike the mechwarrior rpg board game or warhammer which means everything in mech in addition of the ELO and the mech's class have a certain amount of points.
In each team the total of points would be nearly the same.

As an example (arbitrary points here):

A medium laser costs 10pts
A large laser costs 20pts

A flamer costs 2pts
A PPC costs 30 pts

Ect...

like this we should see less battles with a team with full PPC/gauss/lrm and in the other side a team with full SRM6/AC20/Large pulse because like this big long-range weapons will cost more than most of weapons with less range

So, a stock Atlas D-DC would cost something like 600 points while a stock Awesome-8V would only cost 350 points, which is pretty logical if you consider their respective strengths, weaknesses and roles

So in a match with on a side a majority of heavy (6 heavy, 1 light and 1 med).
To balance it, we need, on the other side, some atlas, then some light/meds : 3 atlas, 2 lights and 3 meds. Of course, in this example, we consider the stuff of every mech.
With a balancing system based on point, that kind of match would be balanced.

Let's roll the dice.

We must fight against these match :

http://img831.images...9/exemplenq.png

Edited by Dracus Steamwork, 12 March 2013 - 02:04 AM.


#2 Devillin

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Posted 11 March 2013 - 08:20 PM

I think this is actually a pretty cool idea. It might prevent such mismatches as 7 Atlases and an Awesome against 8 various lights and mediums.

#3 maxmarechal

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Posted 12 March 2013 - 10:27 AM

great idea...+1
one question? in W40K every army has an allowance of a certain amount of points
so in a fair battle,the worth of each army will be balanced in terms of points,not necessarily in terms of numbers.
fine...
but in MWO we have a limit: 8v8 or 12v12....so if one army decides to field 5xDDC+3x3L...how do you balance that so that the other team gets as much "points"?
do we get a number of points at the start and the amount is reduced with every player adding his mech?what happens for the last guy in the team...he get's an urbie?a flea or a BA...?

#4 Geadron Kane

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Posted 12 March 2013 - 10:51 AM

What you bring to battle is more important than who you bring to battle in most cases.

#5 Khell DarkWolf

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Posted 12 March 2013 - 11:55 AM

The idea has merit, but it would be null IMO if we didn't have matching weight classes like we used to have before the ELO matchmaking phase was put in.

Thats what hurts the MM atm, mismatched weight classes before ELO

#6 Butane9000

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Posted 12 March 2013 - 04:27 PM

there'd have to be a +/- value attached because there will most likely never be a 1:1 match up for a lot of builds that aren't cookie cutter (Gauss Cat, Dakkaphract, Splatcat, Poptart etc.).

It's a good idea though and should be looked into at the least.

#7 Dracus Steamwork

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Posted 12 March 2013 - 05:20 PM

Of course it's not possible to make a match with each side having the very same amount of points but a gap points of 10% between each team would make it possible.

Before you think of it, yes unfortunately this will make the search of Matchmaking a little longer than before but everything have a price..

About how choose the amount of points we could just take the Battle Value points from sarna for example as a begining (but like the armor at the start of MWO there would need some tweak on values for balancing well everything..)

#8 Bobzilla

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Posted 13 March 2013 - 07:09 AM

If only they could pull some values for things used to battle from somewhere. They could call it BattleValues. If only it was already done so they could have a good basis to start from. If only........

#9 Syllogy

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Posted 14 March 2013 - 07:58 AM

Battle Values don't account for skill. That is my biggest problem with this system.

#10 Banse

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Posted 14 March 2013 - 03:45 PM

View PostSyllogy, on 14 March 2013 - 07:58 AM, said:

Battle Values don't account for skill. That is my biggest problem with this system.


Very true. I kinda like how they are doing it with Mechwarrior Tactics in which all the equipment has BV and so do the pilots. So make ELO equate to some BV in a reasonable range to make a slight difference and make that the total BV.

#11 Bobzilla

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Posted 15 March 2013 - 04:58 AM

View PostSyllogy, on 14 March 2013 - 07:58 AM, said:

Battle Values don't account for skill. That is my biggest problem with this system.


The OP said 'in addition of the ELO'.

#12 Werewolf486 ScorpS

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Posted 15 March 2013 - 07:51 AM

Ugh, another one. Yes yes, I want Battle Value of a Mech to part of the ELO system.

#13 SteelLynx

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Posted 27 March 2013 - 01:04 AM

First match of the day. Jumped in my CPLT-A1 and launched the game.

I realized, that we had a really heavy setup. Lightest mech was that Centurion, and I expected heavy opposition and stayed back for a while with my splatcat.

After some long range battles I decided to charge in. No opposition at all. Assisted a Raven kill, killed a Hunchback shortly afterwards, seeing Trebuchets and the like around me. Tourmaline Desert, 4:29 mins. We could've been much faster.


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