This has been said over and over and over again, because it NEEDS SAYING. Thus the new post to put it in front of the development team yet again.
Two words:
Weight
Limits.
AssaultMechsOnline is not where this game should be headed for long-term viability, and it's just d*&@#d late in the beta cycle to still have this kind of balance problem.
If people really feel compelled to drop an all-assault team, that's fine, let them... but they're only going to get 5.33 assaults (or whatever) in that group.
Sooner, not later, PGI. Please.


Matchmaker
Started by Yagyu, Jul 23 2013 07:00 AM
8 replies to this topic
#1
Posted 23 July 2013 - 07:00 AM
#2
Posted 23 July 2013 - 07:49 AM
Sometimes no amount of facepalming can hide the pain of dropping into something like this:

Seriously, come on now PGI. How hard can it be to tune things a little? Sure drops like that might be rare but they shouldn't be happening at all.

Seriously, come on now PGI. How hard can it be to tune things a little? Sure drops like that might be rare but they shouldn't be happening at all.
#3
Posted 23 July 2013 - 08:09 AM
Kyocera, on 23 July 2013 - 07:49 AM, said:
Sometimes no amount of facepalming can hide the pain of dropping into something like this:

Seriously, come on now PGI. How hard can it be to tune things a little? Sure drops like that might be rare but they shouldn't be happening at all.

Seriously, come on now PGI. How hard can it be to tune things a little? Sure drops like that might be rare but they shouldn't be happening at all.
And, you where even down a person too. That's not helpful.
#5
Posted 23 July 2013 - 10:05 AM
#6
Posted 23 July 2013 - 10:34 AM
Coming right of a match where we had Garth, but that was not the only matchmaker fail.
5 light 2 med 1 heavy vs 2 light 1 med 1 heavy and 4 assaults
5 light 2 med 1 heavy vs 2 light 1 med 1 heavy and 4 assaults
#7
Posted 23 July 2013 - 02:35 PM
Tesunie, on 23 July 2013 - 08:09 AM, said:
And, you where even down a person too. That's not helpful.
I swear that ( down a man, weight mismatch ) is caused by premades. Simply put, when a 4 man drops in a group, like 4 D-DCS, the matchmaker craps the bed, both in finding another group of "elo friendly" assaults to pair up with, but at finding any match, resulting in a short handed match far too often.
Fortunately the number of 8v7 or worse matches does seem to have dropped a great deal.
#8
Posted 24 July 2013 - 10:50 AM
Weight balancing is one thing, but I think the current ELO matching (As in placing some low ELO players in with higher ones) is worse. It has been amply demonstrated I think that in general noobs do not listen to the more experienced players, most of the time all they do is die fast, leaving their team at a disadvantage.
Personally, I think this is more responsible for 8-0 roflstomps.
Personally, I think this is more responsible for 8-0 roflstomps.
#9
Posted 24 July 2013 - 11:41 AM
Pre-mades may definitely have a strain on weight balance, but isn't the balance also a mix of ELO * weight (or weight class), what happens when you have a couple of high ELO lights, does the rest of the team end-up low ELO heavies and assaults?
Anyhow, Match Making has another problem that is as bad as weight balancing at the moment. I haven't seen many posts on it yet, so I'll call it critical roll balancing. Think of roll as function.
What happens if one team has only heavy and assault, they are vulnerable to cap by the other teams lights. What happens if one team has no ecm and the other team has good coverage? What happens when one team has a couple of missile boats and the other team has none? What happens when one team has a couple lights, ECM, and a few Missile boats, while the other team has nothing but heavies and assaults and all their DDC's don't have ECM equipped and none brought missiles?
A team without critical rolls filled is at a severe disadvantage and until the UI 2 lobbies come out, in pug matches, there is no way to ensure your teams has those rolls covered.
edit: @evilC: Yes, that too!
Anyhow, Match Making has another problem that is as bad as weight balancing at the moment. I haven't seen many posts on it yet, so I'll call it critical roll balancing. Think of roll as function.
What happens if one team has only heavy and assault, they are vulnerable to cap by the other teams lights. What happens if one team has no ecm and the other team has good coverage? What happens when one team has a couple of missile boats and the other team has none? What happens when one team has a couple lights, ECM, and a few Missile boats, while the other team has nothing but heavies and assaults and all their DDC's don't have ECM equipped and none brought missiles?
A team without critical rolls filled is at a severe disadvantage and until the UI 2 lobbies come out, in pug matches, there is no way to ensure your teams has those rolls covered.
edit: @evilC: Yes, that too!
Edited by Five by Five, 24 July 2013 - 11:43 AM.
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