Matthew Craig, on 03 July 2014 - 10:35 AM, said:
Seems there is a bit of mis-conception building around the significance of these numbers. We've seen these stats internally since the start of closed beta and there has always been a 'preference' for heavier mechs. This is not the same as balance, think of it this way let's say you are playing with 3 friends and they are all running heavy or assault Mechs, that is their preference.
Now for that preference they have to wait longer in the match-making queue to get a game where you running your light mech get matched faster. It is true that the light and medium queues drain faster and that the heavy queue is generally the bottleneck as more users prefer to run these Mechs. This does not mean though that those heavy mechs are superior to the lights they may well be getting picked apart by the lights in game but the queue will not reflect that.
Now that isn't to say that balance has no impact on the queue sizes, obviously the more popular a class of mech this will be reflected in the queue status; however, balance is not the only reason for one queue to be larger than another, many Mechwarrior fans just like running larger mechs, there are a lot of popular chassis in the heavy range that players like to run. This doesn't mean they are clearly superior, balance will play a part in the queue sizes but not to the extent that current threads are making out, we have seen these preferences for a very long time long before fall damage and clan mechs.
Balance as always is ongoing and fall damage being a new system is likely to be tuned further as is the new iteration of the match maker, we are always seeking to ensure that games are fun and balanced. What we are seeing post yesterdays patch is that games are overall much better balanced. Does this mean games are perfectly balanced now, no it doesn't and we'll continue to work towards better and better balance and ironing out any edge cases but it isn't accurate to point to instantaneous queue sizes as a means to back up an argument that lights are less viable.
It may very well play out differently in game as now more players realize that with the stricter weight class matching that if they take a light there is guaranteed to be a light on the other team for you to counter.
Matt, thank you for the reply first off.
Please see my earlier post. No amount of "forceful" MM system is going to change 2 years of contrary gameplay. It's not going to get players more interested in those other weight classes.
Rule of 3 has merits but the problem is, it doesn't change a player's incentive. It's not going to magically make my buddy who loves his atlas WANT to trade that Atlas in for a spider. It's just not going to happen. The force composition restrictions won't affect much because of the release valves. (which is why it was taken down and reworked right? or at least one of the main reasons)
You guys need to come up with ways to change a player's desire. In other words if you REALLY want to help spread variety in weight and mechs, you need to look outside of things like this.
Foxwalker, on 03 July 2014 - 10:38 AM, said:
Someone else already said it. TIMBER WOLF.
A guess is that Light pilot drivers who bought the new Clan stuff are not going to the Clan lights simply because they lack the speed of the IS counterparts. TWs are the best bang for the buck. Numbers will be skewed until people start playing other stuff after they level up the new stuff.
numbers were the same before clans, they're the same now. It's not going to change until other things are changed. When talking about stuff like that, MM is not the real culprit. You have ot look at the things that make it more desirable for a player to take those bug mechs over the smaller ones. That's the only way you're going to change this particular dynamic.