Chemistry Warden, on 05 July 2014 - 08:57 PM, said:
Since I don't want to process data from 180 odd screenshots of end of match scoreboards from the end of may until the latest patch, I'll assume that the 10 I've done so far are representative (I'm sure they're not after the clans arrive due to a marked increase in heavy mech use at the time because, you know, TWOLVES).
Mid-May
2.4 L/t/m
2.95 M/t/m
3.45 H/t/m
3.2 A/t/m
Pre-Patch (8 matches from July 1st)
2.43 L/t/m
3.19 M/t/m
3.375 H/t/m
3 A/t/m
Since the patch (Now 33! samples)
2.03 L/t/m
3 M/t/m (yes, exactly 3)
3.55 H/t/m
3.42 A/t/m
So, not only are there fewer lights than other classes in each match, my data suggests that not only has the last patch done nothing to increasing the number of lights in a match, but has actually decreased the number of lights in each match.
Ummm ... 3/3/3/3 was never intended to force players to play light mechs. It is not designed to increase the number of players playing any particular class of mech. The only way to do this is through incentives or penalties.
You could force 3/3/3/3 and thus increase the number of light mechs dropping in proportion to everything else. The penalty in this case is huge queues for people who prefer to play heavier mechs because there are not enough people who naturally shift to playing lights and mediums. No one wants to wait an hour for a match let alone 10 minutes and if 3/3/3/3 was strictly forced the queues would be over an hour very quickly.
So they build the matchmaker with release valves that allow for non 3/3/3/3 distributions.
However, the current system is much better than the previous match maker because you are guaranteed the same mech weight class distribution on each team. There are no more matches with 5 lights 3 mediums 3 heavies and an assault vs 1 light, 2 medium, 4 heavy and 5 assaults ...
You are also guaranteed no more than one 2-4 person group on each side in the solo queue and if one team has a group so does the other.
These constraints should generate better and more evenly balanced matches on average ... but it is still a team game ... if you coordinate your side a little it will perform much better than without that coordination. Folks who split the team, run off on their own and die or a full lance that runs into the main opposing force and gets wiped usually means that your side will lose the match no matter what the balance was to start with.
P.S. Also, apparently, the falling damage is a bit buggy and brutal on lights .. so if you want to look for a reason for fewer light mechs dropping ... I would look into that rather than the match maker.
Edited by Mawai, 06 July 2014 - 07:08 PM.