Hauser, on 05 July 2013 - 06:09 AM, said:
Again anecdotes are not data. And to make it worse you're only describing parts of both teams. Last time we did a systematic check of what people were dropping in the weights weren't that far off and the extra tonnage did not increase the chance to win.
Of course it doesn't.
In assault you want more tonnage in conquest you want more speed. But, any assault game can turn into a cap race and then you need more speed, just like any conquest can turn into big fight in the middle of the map and you need more tonnage. Thing is, when two teams are evenly matched it doesn't matter what game mode and what situation they are in, its even chance for either of them to win. But if they aren't evenly matched then depending on a situation the team that needs tonnage and has tonnage or team that needs speed and has speed will win, other team won't have a chance. Now the probability of those situations occuring are about same, which only means that weight disbalance does not affect your overall win %. What it does affect is the
outcome of each given match. If your team is in a situation when it needs speed and it doesn't have it then you will lose, there is NO way to overcome that (with every other aspect like skill balanced).
Also, there can be no tonnage difference between teams (and I've already described this to you before). One team has 4 mediums and 4 heavies and another team has 4 assaults and 4 lights. Well surprise surpise ... team.1 is screwed. With other factors being even they have no chance, because they have no speed nor firepower to catch lights and kill assaults. Perfect tonnage matching and yet games will always end up same way...
Balanced match means it can go either way. Skill can be balanced (miracles do happen) and tonnage can be balanced (which as I said means nothing) but its not a balanced match, because depending on what mechs each team has the outcome of the game is already decided before it starts.
I've played enough games and I know a lot of players. I can tell you the outcome of each match I play with 90% success rate before it starts depending on people I see on both teams and depending on mech types I see in my team.
Hauser, on 05 July 2013 - 06:09 AM, said:
Not at all. Koreanse won the first 6 days in the Spring Tournament. I won the 7th. Both of us were in a 9mlas 4P.
Substitute my 'sniper' build for 'alpha' build and there you go. Your win/loss and KD ratios suffering only means that PPC cheese is much better then your ML cheese nowadays. And don't forget the fact that like 80% people drop in assault mechs nowadays. Much harder to drop 7 assaults in that Hunch then it is to drop 7 mediums eh?
Hauser, on 05 July 2013 - 06:09 AM, said:
And for a while now I've been telling you to make a new account. Just to see what it is like playing at the bottom of the Elo barrel. Play the champion trial mech and you find to be ridiculously easy.
And I've told you I'm not gonna do that. Am I supposed to create a new account each time my previous one gets into high elo or whatever zone I am in? Is it only horribads that can have fun in this game now? I am NOT gonna become a horribad, I am NOT gonna drop my elo by whatever way including creating a new account. I am not gonna have 'FUN' accounts and 'SKILL' accounts.
Instead of being fun for everyone PGI insists on making it fun for 'not-so-good' PUG-only players. Because the higher you go with your elo score the more cheese there is, the more frustration there is. Because there is nothing but frustration when one team has all good players and other team has 4 people who fail to do anything useful at all. And there is nothing but frustration when one team has good balanced mechs and other team has 6-7 mechs with 4 PPCs each or 6-7 mechs with dual AC20s each. Because THAT is how your matchmaker works.
PGI can post whatever data they want. They'll even tell you that Sun revolves around Earth to cover their fails. They have made a tremendous amount of fail decisions and they are yet to man up and admit even one. Only they have the data so they always have an excuse like 'it works as intended' or 'we see no disbalance'. But as long as I see that my experience is different I am gonna keep saying the same thing ... its broken.
And as I said, for a whole year PGI did nothing but ruin game for organized players. A team game without teams is just another fail. Your average PUG player will play for a year and leave forever, but if you make group players leave the game then in a year you'll have a game without players at all.