Is Solo Que Broken?
#141
Posted 11 July 2014 - 01:26 AM
Here are some "facts" (that may or may not be 100% true).
Once a team loses a couple of players there is a higher chance of a steamroll.
The more players lost, the higher the chance of a steamroll.
Stopping a steamroll requires using good tactics.
Most MWO players can't even spell tactics.
#142
Posted 11 July 2014 - 02:11 AM
So they use the same keywords as before instead of countering any argument. LOL
Lets ignore the fact its entirely possible to link up on teamspeak and drop together into solo and chances are good you will end up on the same team. Honestly a trusted group should try it and record the results. Only way to know for sure.
Now I am just playing detective. Without a theory no crimes would ever be solved. The fact its the same guys protesting as before does not dissuade the theory just reenforces it. Because It wasn't me who was wrong before.
"The lady doth protest to much" LOL
#143
Posted 11 July 2014 - 02:39 AM
Mudhutwarrior, on 06 July 2014 - 12:35 PM, said:
I do know how many times you told me the same things but the game changed to counter it against your adamant wishes. Im just happy solo que is in and the sky didn't fall like you told us it would.
Chiming in here on page 3 of 8 so far, so this might have already been covered.
On the NARC subject: NARC has recently become something people take a lot more seriously than before. The most commonly used mechs for NARCing are Ravens, followed by any other light with a missile hard point, preferably with ECM. New like this gets around, experiences are made, and those players with the power of logical combination keep their eyes open for potential NARC-mechs and shoot with a high level of prejudice.
Add on top of that the new wonder module Radar Deprivation (I run it as a must on all of my mechs). If you have it on and dodge around the corner and those LRMs still hit you, guess what, you are probably NARCed.
People with the same level of logical combination will want to know how you counter this evil thing called NARC... hmmm, 1) Get under ECM cover, 2) Get under any kind of cover 3) Simply get out of range of the LRMs.
So if you give the "average" player the benefit of the doubt and concede that they have powers of logical combination then this explains a lot.
Now, said player that can do that can also, after countless games, 1) recognize most "standard" tactics playing out 2) recognize when your team is executing those standard tactics 3) predict several "moves" on the field in advance just like you would in chess.
This is all a function of experience, so if you are fighting experienced players, this is what you can expect to encounter. When I drop solo this is simple basics, rudimentary tactics that come like a reflex.
Now if you are dropping in the mid ELO range like a lot of people (and that is a point that is way too fuzzy because new players should be starting at the bottom of the totem pole instead of in the middle) you can have a mix of new and experienced players as well as just "good" or "bad" players. Because of ELO averaging and the fact that you yourself have only an 8% influence on your own ELO (ELO is based on team performance...) you get a really crazy mix in the mid ELO range. Not so much in High ELO or Low ELO brackets because you have to be VERY consistent to land there.
What does that mean? You are going to have underhives in the mid range that have been carried a lot by better players. You are also going to have really good players that are near to but not quite high ELO that have been "dragged down" by bad players. The MM sorts by "ELO buckets" for that loose fit and when the dice are tossed you got stuck with more mid-ELO underhives than the enemy team and fewer good mid-level players you have a pretty good chance of a roll. Even then the stars can allign and a great leader arises to lead the underhive cats to victory against the odds.
That is the luck of the draw and your lot in life when you play with 11 random guys every game. Just like any RNG there are streaks of low numbers that seem impossible, but still get rolled. I game on both sides of the fence and this is how I see it, objectively and honstely.
#144
Posted 11 July 2014 - 03:21 AM
Mudhutwarrior, on 11 July 2014 - 02:11 AM, said:
Tried it, never worked out.
#145
Posted 11 July 2014 - 03:27 AM
Quote
A more accurate image could be drawn by comparing the total weights of two opposing forces. Grayson had long since used his Marauder's computer to tally the figures for the 'Mechs he saw arrayed against them. The figure he'd come up with was 795 tons. The total weight of his own force was a respectable 649 tons, which gave Langsdorf only a narrow 16-to-13 lead.
Even comparing BattleMech weights did not always indicate which side had the best chance to win. There was a concept, known as "CLG" among MechWarriors. The letters stood for "Combat Loss Groupings," and it referred to the fact that in 'Mech combat, 'Mechs of a single unit often received critical levels of damage at about the same time. For example, a twelve-Mech company might get into a firelight and battle for an eternity, in combat terms—as much as three or four minutes—and while they would take hits, none would appear seriously damaged.
Then, several more minutes into the battle, a 'Mech would be knocked out of action. Almost immediately, another would be lost, then one or two more. Within the space of thirty seconds, half the combat strength of the company would be gone. This was because it took a set space of time for even light 'Mechs to accumulate enough damage to threaten them, and it was likely that several 'Mechs in the unit would be brought to the same point in about the same time. Further, once some 'Mechs had been lost to one side, the enemy could concentrate more weapons on fewer targets, accelerating the rate of damage among the survivors. Grayson had heard one story of a company entering combat, fighting valiantly for five minutes without losses, then falling apart within thirty seconds. There had been, he'd heard, only three surviving 'Mechs in that company.
Mech Warrior commanders knew about CLG and tried to keep close tabs on the damage sustained by their people's machines. A good commander was one who realized when a particular battle became hopeless and withdrew before CLG began taking its toll.
#146
Posted 11 July 2014 - 04:19 AM
Mudhutwarrior, on 11 July 2014 - 02:11 AM, said:
So they use the same keywords as before instead of countering any argument. LOL
Lets ignore the fact its entirely possible to link up on teamspeak and drop together into solo and chances are good you will end up on the same team. Honestly a trusted group should try it and record the results. Only way to know for sure.
Now I am just playing detective. Without a theory no crimes would ever be solved. The fact its the same guys protesting as before does not dissuade the theory just reenforces it. Because It wasn't me who was wrong before.
"The lady doth protest to much" LOL
Wow...you're a moron.
#147
Posted 11 July 2014 - 04:38 AM
#148
Posted 11 July 2014 - 04:48 AM
What is more likely to happen is, a good player on one team will quickly neturalize a few bad players on the other team. Doesn't even have to be good vs bad, just more experience to capitalize on mistakes of less experinced players (or again, more likely right place right time, luck). This can go both ways, but whoever does it first gains a great advantage and leads to results that appear as if there is an imbalance. This is also why the team that 'pushes' and is aggresive seems to have a far greater chance of success, first strike, along with dictating the flow of batttle.
#149
Posted 11 July 2014 - 04:56 AM
Wolfways, on 11 July 2014 - 01:26 AM, said:
Here are some "facts" (that may or may not be 100% true).
Once a team loses a couple of players there is a higher chance of a steamroll.
The more players lost, the higher the chance of a steamroll.
Stopping a steamroll requires using good tactics.
Most MWO players can't even spell tactics.
Naw, it's not premade in my mind.
It's the fact that the Elo matchmaker thinks that those 6 cadets are "average" because when they start they have average Elo instead of a low Elo, so they are put in games to lower the Elo variance but in reality they are actually new players NOT average players.
#150
Posted 11 July 2014 - 05:07 AM
Karamarka, on 11 July 2014 - 04:56 AM, said:
Naw, it's not premade in my mind.
It's the fact that the Elo matchmaker thinks that those 6 cadets are "average" because when they start they have average Elo instead of a low Elo, so they are put in games to lower the Elo variance but in reality they are actually new players NOT average players.
Of note
1. Cadets are given an Elo nerf during their first 25 games - enough to put them below average (1100 vs the 1300 average - don't quote me) which drops off along with their cadet bonus.
2. Starting new players near average is a necessary evil of the Elo system. The math doesn't work without doing it that way. (Inherenty - whatever score new players start out will eventually become the new average, as for every point one player gains, another player loses.)
Edited by Charons Little Helper, 11 July 2014 - 05:07 AM.
#151
Posted 11 July 2014 - 06:37 AM
The thread serves no purpose at this point. The solo queue is not broken. There, the op's question is answered.
Keep in mind this is the same guy who's myriad of excuses and "theories" included claiming I got special treatment on the forums because I was a white knight. Yes really. No joke.
#152
Posted 11 July 2014 - 06:39 AM
#154
Posted 11 July 2014 - 07:01 AM
#156
Posted 12 July 2014 - 06:06 AM
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