MischiefSC, on 08 July 2013 - 07:39 AM, said:
The fundamental issues with the Riot study is that it doesn't apply to MWO, they're two completely different beasts. It assumes that everyone in a group is of equal skill as it uses an individual character level system. 5 level 30s for example in a group are of approximate value.
This is flat-out incorrect. The LoL matchmaker works very similarly to the MWO matchmaker in that each player has an individual Elo at the time of queuing that is aggregated into a team Elo at the time of matchmaking.
MischiefSC, on 08 July 2013 - 07:39 AM, said:
In MWO a group of players in assault cheese builds on voice comms coordinating fire on a single hit location is vastly different than 5 people in varied levels of light to assault mechs.
The majority of MWO groups are not 4 assaults coordinating fire on a single hit location. To claim otherwise is hyperbole.
MischiefSC, on 08 July 2013 - 07:39 AM, said:
Hit locations and focused fire are another big difference. League as a game doesn't really have the advantages for team play to exploit. Focused fire, hit locations, TAG and LRMs, PPC snipers, seismic, there's a ton of tools in MWO that are exponentially more effective when coordinated with voice coms.
Focusing fire works just as well (if not better) in LoL as in MWO. As does recognizing when you are the focus of the enemy team's fire and reacting accordingly. There are many more tools in LoL that are exponentially more effective when coordinated with voice coms than there are in MWO. LoL also has the advantage of being balanced so there isn't just 1 champion on the field.
MischiefSC, on 08 July 2013 - 07:39 AM, said:
Premade groups in League are not a big deal because the games design doesn't allow for the same multiplication of force that MWO does. They are hugely effective in MWO. Even if most the time everyone in the channel is joking around, just being able to say 'Help! Beings warmed by lights!' or 'CD on D' provides a significant advantage.
You sound incredibly ignorant of how LoL works. Team synergy in MWO is a laughable concept when compared to LoL. There is a reason MWO is a backwater game and LoL is the most popular game in the world. There is a reason that LoL has a competitive scene that allows players to make a living off of playing competitively while MWO's competitive scene is a joke.
MischiefSC, on 08 July 2013 - 07:39 AM, said:
Prior to the Elo matchmaker it was even more of an issue. So much so that PGI acknowledged that teams absolutely crushed pugs. Plenty of teams would go drop and get an 80 or 90% win rate. I know that when I dropped with friends we were around 90-95% wins and we didn't even use voice com, we just worked well together and dropped in coordinated builds with a plan. With the new MM we don't do as well because we're consistently dropping against other premade teams when we group up but it's still around 70% wins, way above average. We don't even use voice.
Simple solution - tag next to the name of people in premade teams in the stats screen. Don't even have to separate the queues, just let people see who actually is in a group and who isn't. It'll either clear the issue up or help clarify it.
Prior to the Elo matchmaking system it was an issue, you are right. But now it isn't and we could very easily get rid of the 8-man premade queue and roll them all back together.
dario03, on 08 July 2013 - 07:48 AM, said:
I'm sure theres plenty of team games with Elo style matchmakers but if the combat system and perspective is totally different then they aren't really comparable when it comes to the effect of being in a premade or not.
This is not true, even in the slightest.