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#41 -Natural Selection-

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Posted 21 April 2014 - 09:28 AM

When there is an ELO system in place, people think magic things will happen to help them win.

I have seen new players go from 10 damage to 1000 in a month (they just needed some guidance). . Hell, gave a suggestion to one guy on how me might wanna change his key binds. BAMM 2 days later 50% improvement. ELO didn't make them better, some advice did..

You see a player with a bad build, poor tactics, or whatever may be hosing performance just friend them after game. Ask if they wanna drop with ya and see if they would like some help with things. Blasting people in game chat don't do chit.. Help a brotha out, and everything gets better.

MM, ELO, weight balance don't do crap if the players still don't know what the hell they are doing. Its a pointless crutch to make people who are to thick headed to try harder, to shy to ask for help, or not aware of their shortcomings feel better about their performance. However the loud ones who think they can do no wrong and are better than the rest just use it as justification for poor performance.

Deal with the hand given, adapt and overcome. Randomness is the only true equalizer. I say scrap the whole thing because the more people rely on it, the more they expect it to work.

What they want to happen will happen. This just my opinion, so throw what ya got at me and I will make it work.

#42 Adiuvo

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Posted 21 April 2014 - 09:38 AM

View PostFierostetz, on 21 April 2014 - 08:01 AM, said:

I love the "Why did I drop on a team with 11 noobs?" posts.

I also like how the people that post these always get like 500+ damage and 4 kills per game.

Edited by Adiuvo, 21 April 2014 - 09:41 AM.


#43 Joseph Mallan

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Posted 21 April 2014 - 09:44 AM

View PostAdiuvo, on 21 April 2014 - 09:38 AM, said:

I also like how the people that post these always get like 500+ damage and 4 kills per game.

Why worry about it they had a good game! Even if they lost.

#44 Clit Beastwood

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Posted 21 April 2014 - 11:25 AM

View PostAdiuvo, on 21 April 2014 - 09:38 AM, said:

I also like how the people that post these always get like 500+ damage and 4 kills per game.



Screenshots and video are OP :D
When I see a post like this (original, not Adiuvo's), I know immediately that either the OP is lying, or they used their team as meatshields to score a mediocre game, robbing their team of a teammate since all they do is shoot at stuff someone else already worked on.

Edited by Fierostetz, 21 April 2014 - 11:32 AM.


#45 Agent 0 Fortune

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Posted 21 April 2014 - 11:53 AM

There is really no excuse for seeing so many trial mechs scattered in with regular drops. First most trial mechs are crap, second, they cannot have an modules or skill unlocks.

Lets look at the trial mechs:
Jenner - 3x Md Las, 3x Sm Las.this is probably the best of the bunch, but still far less effective than 4-6 md lasers.
Hunchback - take is in the opposite direction with 9 Md Lasers. teaching new players a valuable lesson about ghost heat (not likely, the likely outcome is overheating on first contact and getting cored).
Catapult - Hello new player, today we are going to learn about targeting and target locks. Wait, never-mind, today we are going to learn about ECM.
Victor - Which literally looks like a lesson in how not to build a mech.The speed, and extremely short range missiles and Md Pulse make me think brawler, which is already a bad plan given the current meta, and especially considering the current state of SRM and HSR, but they they are paired UAC5s, which isn't a horrible weapon at long range, however being up close having your primary weapon jam isn't just a failure to plan, but a plan to fail.

In short, the current trial mechs tech new players a host of bad habbits, while saddling them with inferior mechs, while competing against much more experienced pilots in an ECM + sniper meta, all while dodging artillery and air strikes.

Edited by Agent 0 Fortune, 21 April 2014 - 11:54 AM.


#46 Goose

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Posted 21 April 2014 - 12:14 PM

View PostJoseph Mallan, on 21 April 2014 - 04:46 AM, said:

Why is it always a bad thing to be playing against players better than you? I have always found playing and practicing against people better than me improves my level of play when I am against those more my level.

'Cause "Sink or Swim" is not good training, nor fun

#47 Ultimax

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Posted 21 April 2014 - 12:31 PM

View PostDozier, on 21 April 2014 - 09:28 AM, said:

You see a player with a bad build, poor tactics, or whatever may be hosing performance just friend them after game. Ask if they wanna drop with ya and see if they would like some help with things. Blasting people in game chat don't do chit.. Help a brotha out, and everything gets better.


Definitely.

I try to do this, and be gentle, when the player is clearly new or unfamiliar with more efficient/better build options.

Unfortunately the time you are given to have a conversation with random teammates is extremely limited.








View PostAgent 0 Fortune, on 21 April 2014 - 11:53 AM, said:

Victor - Which literally looks like a lesson in how not to build a mech.The speed, and extremely short range missiles and Md Pulse make me think brawler, which is already a bad plan given the current meta, and especially considering the current state of SRM and HSR, but they they are paired UAC5s, which isn't a horrible weapon at long range, however being up close having your primary weapon jam isn't just a failure to plan, but a plan to fail.



Actually,think the Victor champion is decent - not optimized but decent.

Most Victor builds will be pushing 10+ 4 to 6 external DHS, this build is right in that range.

MPLs are generally poor heat for their higher damage, but with only these two weapons and 10+4 DHS if you only fire the medium pulse lasers you can fire them for 39s continuously (approximately 10 volleys) before overheating.

350xl is one of the sweet spots for Victors, especially one that has a close range slant.

UAC 5 is an all range weapon. It works well at long, medium and short range - this is a smarter build option than if they had given this champ an AC 20 or AC 10 and forced it solely into close range.

At close range the UAC 5 can still tear people to shreds, and thats when you really want to risk double tapping anyway.



The main issues with the build are:

SRMs: Due to heat, hit detection & dumb fire.
UAC 5 Jamming: Nothing teaches them about chainfire.


2x AC 5s would have been the better choice for a beginner (and frees up tonnage for more ammo), and remove SRMs completely - but I think he devs probably want to make full use of the hardpoints. Still 2 or 3x SSRMs would have been more new player friendly.





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