Will we see atlases killing themselves in canyon and every map with hills due to their lack of jump jets?
My other concern is that I am playing a different game when I drop in 12s than when I drop in a smaller group, so we'll see how this newfangled group matching works out. In other words, my elo doesn't reflect how I play in 12s. I run only good builds and use 2-3 consumables in 12s. I run weird stuff and refuse to use consumables in 2-4s and frequently don't bother with the giant headache of consumables since I change mechs a lot in small group play.
I still don't know why 5 v 4 with pugs is worse than 4 v 2 with pugs filling out.
Or 8 v 6 :-p.
Not sure I get at all why 5 plus 3 plus 2 plus 2 v 6 plus 6 is better than 8 v 6 with pugs filling in.
And coding for multiple groups seems like a nightmare.
Personally, I think being a pug with a group of 11 sounds fun. Being the group of 11 with the one would be the frustrating part vs a serious 12 man.
But we'll see. I don't know the math.
I think I'd still prefer:
Standard mm:
Each side gets one group of 2-10 players
The other side gets a group of that is roughly the same size (no more than 2 larger or smaller).
So worst case is 10 v 8 with 6 pugs.
If you queue with three, you know the other team is limited to one group of five.
Premades should be identified to their own team on the scoreboard, so players know who to work with for best results.
12s are a different queue. If you drop 12s you are saying "I am playing to win Bring arty strikes or go home."
Edited by DanNashe, 24 June 2014 - 11:24 AM.