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How Does The Balancing Per Match Work?


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#1 Yellonet

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Posted 11 August 2015 - 03:50 AM

Just played a match with this team. Seems a bit OP :o


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#2 Raggedyman

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Posted 11 August 2015 - 03:59 AM

IIRC it tries to pick 3 of each weight class used by players of similar ELO, but the longer it has to wait for the match the more liberal and lose it gets with the matching so events like yours can happen.

#3 Cyborne Elemental

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Posted 11 August 2015 - 04:16 AM

What balancing? lol

Thats why we see 12-0 stomps over and over.

MM doesn't take into account any thing besides player's ELO stats and throws them all in a pot.

Which is why you get a game with 2 Trial Victors an Awesome, and an Atlas vs 4 Direwolfs.

Or you'll see one team with 7 ECM vs a team with 0.

There is no Battlevalue system trying to actually balance the games mech by mech.

#4 Gnume

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Posted 11 August 2015 - 04:18 AM

Must have been the Group queue?

I don't think it uses ELO much in the Group Queue ... it's trying to match weight classes as best as possible to make 3 3 3 3 but if there aren't enough groups searching to make a balanced 12-man group like that, then it does what it can.

If a 10-man group is searching, their only option is a 2-man group to join them, so it takes what is available and the weight class is chucked out the window along with ELO.

Work your way on down ... 9-man group can only be matched with a 3-man

8-man can be matched with a 4 or 2, 2-mans ...

so on and so forth, so ELO and Weight class comes in way after all that, if at all

So that is what is has to do just to make YOUR Group ... then, it has to try to match against another group of 12 and try to equal out weight classes between the 2 groups...then perhaps ELO.

Edited by CaptRosha, 11 August 2015 - 04:24 AM.


#5 Speedy Plysitkos

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Posted 11 August 2015 - 04:21 AM

View PostMister D, on 11 August 2015 - 04:16 AM, said:

What balancing? lol

Thats why we see 12-0 stomps over and over.

MM doesn't take into account any thing besides player's ELO stats and throws them all in a pot.

Which is why you get a game with 2 Trial Victors an Awesome, and an Atlas vs 4 Direwolfs.

Or you'll see one team with 7 ECM vs a team with 0.

There is no Battlevalue system trying to actually balance the games mech by mech.


I rly hope new MM, will use all mentioned things somehow.

#6 Narcissistic Martyr

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Posted 11 August 2015 - 07:11 AM

Take 1 part Hate, 1 Part Suffering, and 2 parts unbalanced distribution of powerful mechs and voilà you have the current match making system.

#7 Khobai

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Posted 11 August 2015 - 07:49 AM

1) ELO doesnt work in 12v12. Because ELO is based on win/loss ratio and individuals have very little ability to effect whether or not their team wins or loses in 12v12. So ELO doesnt accurately reflect individual skill. The big problem here is ELO is solely based on whether you win or lose and your match score has no bearing on your ELO... ELO should be based ENTIRELY on your average match score.

2) 3/3/3/3 isnt enforced because they couldnt make it work. And theres no tonnage matching or tonnage offset for IS vs clan mechs (i.e. for purposes of matchmaking, clan mechs should count as being 5-10 tons heavier than IS mechs of the same tonnage). The way the game is now it can put a Daishi on one team and an Awesome on the other and it thinks theyre equal lol.

3) Theres no ECM matching, a lot of the time you just lose for no other reason than having less ECM or no ECM compared to the other team.

Edited by Khobai, 11 August 2015 - 07:56 AM.


#8 Almond Brown

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Posted 11 August 2015 - 08:40 AM

View PostTitannium, on 11 August 2015 - 04:21 AM, said:

I rly hope new MM, will use all mentioned things somehow.


It could do all that now likely (if programmed) but the likely-hood of having to wait as long as 45 minutes, just to play that perfectly weighted/elo'd 15 minute Match, seems a tad much doesn't it? ;)

Edited by Almond Brown, 11 August 2015 - 08:42 AM.


#9 Mcgral18

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Posted 11 August 2015 - 08:41 AM

View PostCaptRosha, on 11 August 2015 - 04:18 AM, said:

Must have been the Group queue?


Could be either in this case, as the PUG queue has 4 of any chassis, while the group queue has up to 5.
This is 1-3-4-4, which falls under one of the extremes of the PUG queue.


MM tries to balance weight class, but not weight itself. You get many bad matches.

#10 Ryokens leap

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Posted 11 August 2015 - 08:44 AM

Not always so, in pub que most guys running assaults don't know what they are doing and are a hinderance to their own team.

#11 Yellonet

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Posted 11 August 2015 - 10:14 AM

View PostCaptRosha, on 11 August 2015 - 04:18 AM, said:

Must have been the Group queue?
Nope, regular solo drop.

#12 Jman5

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Posted 11 August 2015 - 10:31 AM

In the solo queue it tries to make 3/3/3/3, but if it can't find the right mechs with the right Elo, it will trigger a release valve that allows for up to 4/4/4. Fortunately it's hardwired to always match weight classes 1:1. So in this instance you have 4/4/3/1 your opponent has 4/4/3/1. Group queue is a little different, but solo queue will always match weight classes even if you go beyond 3/3/3/3.

It's smart to pay attention to your team make up so you can know ahead of time what sort of composition your opponent will have. Personally I always try to pay attention to the number of lights because it can really change how a match plays out. 4 lights in a conquest or Assault game, and I have to really pay attention to the objectives.

Edited by Jman5, 11 August 2015 - 10:34 AM.






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