Newbie ELOs initially start at 1300, but use 1100 for the duration of their cadet bonus. "Elite" ELOs seem to be at 1600 or so (I could be wrong, but IIRC that was the scale shown in an aging Command Chair post.
http://mwomercs.com/...ted-april-19th/
If we look at the distribution, "average" ELO looks like less than 1300... it's closer to 1250 or so... and for the sake of the discussion, we'll just use the graph AS IS since we have no actual references to the current #s for ELO and the game.
Let's say for the sake of argument that MM generally picks around 1250 to 1350 ELO for each team, where the difference between ELOs is at most 100.
I'll just spit out some #s for the sake of discussion:
Team 1:
900
1000
600
500
1800
1600
1500
2000
Avg ELO: 1237.5
Team 2:
1150
1200
1250
1300
1200
1000
1400
1150
Avg ELO: 1206.25
According to the MM, the Team #1 is supposed to win. Team #1 kinda assumes at least a premade who has played together and often... and Team #2 may have a premade (but not an elite group, just a bunch of friends), and generally a lot of average PUGs.
Unless the Premade IS as good as their ELO numbers would indicate (remember, its the ELO with respect to the MECH WEIGHT CLASS that they are fielding), they literally have to carry the rest of the weaker ELO teammates... at least 1 more than each player on the field. It is in my opinion that the players that carry the "average" ELO would do better... since they very likely solo PUG and took their share of failure for a longer period of time during their time as newbies... and work their way up.
This discrepancy doesn't quite get made up in 12v12.. where if the the elite players used to use the 4 PUG players as meatshields.. they cannot do so anymore.. they'll probably be a greater discrepancy if two 3-man teams with high ELO are on one team.. or many solo PUGs that have been in premades at one time or another are playing regular matches... where losing 6 "terribad" players has a far greater consequence in the outcome of the match.
The basic idea of "balancing" high ELO players with low ELO players can be a serious problem PARTICULARLY if the RANGE (a basic statistics term) is vastly different between two teams. The gaps themselves do not help... so having an elite player/group will tend to generate a bad player/group and as more of the discrepancies increase, the more lopsided the match is more likely to be. It wasn't as bad in 8v8, but it now is much worse in 12v12 because of this behavior.
I'm sure this is not a perfect nor accurate representation, but this can give you can idea who is affected more by the MM and WHY a tutorial would be benefit a newbie. The gaps in skill make MM a nightmare... and unless the MM gives "equal #s of bad ELO players" on each side, the system will penalize you more when you have a smaller premade AND/or if you solo PUG with a high ELO.
Also, remember that the initial newbie ELO is in play as well, so actual newbies tend to hurt the system in which this was meant to be balanced against (initial ELO is 1300 internally, newbie ELO is 1100).... their ELO should start FAR lower than they are currently if we go by PGI's last known distribution.
Edited by Deathlike, 10 August 2013 - 04:13 PM.