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It's Interesting, But The Match Always Ends Up With 12:3 Or 12:4?


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#1 Urbie GPT

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Posted 08 October 2015 - 10:27 AM

Just wonder, because ~50% or more of my matches end up with 12:3 (3:12) or 12:4 (4:12)...

Is it common?

Just miss the good old days with a lot games ends up with 12:10 or even 12:11...

Edited by UnnamedBOY, 08 October 2015 - 10:37 AM.


#2 Khobai

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Posted 08 October 2015 - 10:29 AM

Yes its normal. Its caused by a snowballing avalanche effect due to players only having one life. Once your team loses a mech and has a disadvantage in overall firepower youre even more likely to lose another mech, and so on...

#3 AlphaToaster

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Posted 08 October 2015 - 11:24 AM

This game has a TTK higher than your typical FPS game. Because of this, a single player has a harder time influencing the game by himself.

It's more common in other FPS for a single high scorer to be able to carry, but in MWO, no so easy.

Once a team is down a mech, that is firepower lost and armor lost, and it's a snowball effect. This is why you will see games start slow while teams peek around until one team gets +2 kills and that starts the roll. If the team that is down doesn't close the gap before about +3 or +4, then it's more probably they're going to lose.

I've seen comebacks happen from as far behind as -7, but players often give up at -2 and that doesn't help either.

It would help if at the score screen they would show remaining armor left on the mechs still alive so the loss doesn't appear as hopeless.

#4 Revis Volek

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Posted 08 October 2015 - 11:40 AM

View PostAlphaToaster, on 08 October 2015 - 11:24 AM, said:

This game has a TTK higher than your typical FPS game. Because of this, a single player has a harder time influencing the game by himself.

It's more common in other FPS for a single high scorer to be able to carry, but in MWO, no so easy.

Once a team is down a mech, that is firepower lost and armor lost, and it's a snowball effect. This is why you will see games start slow while teams peek around until one team gets +2 kills and that starts the roll. If the team that is down doesn't close the gap before about +3 or +4, then it's more probably they're going to lose.

I've seen comebacks happen from as far behind as -7, but players often give up at -2 and that doesn't help either.

It would help if at the score screen they would show remaining armor left on the mechs still alive so the loss doesn't appear as hopeless.



I agree a Health meter of sort for friendly would be nice, but you can also use "Q" to see the health of friendlies left on the battlefield.

#5 AlphaToaster

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Posted 08 October 2015 - 11:46 AM

View PostDarthRevis, on 08 October 2015 - 11:40 AM, said:



I agree a Health meter of sort for friendly would be nice, but you can also use "Q" to see the health of friendlies left on the battlefield.


I'm constantly checking friendly armor. Lets me know where I fit into the Conga-line to help spread the damage evenly.

I'm talking about a % next to mech type on the score screen at end of match. For science!

#6 TercieI

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Posted 08 October 2015 - 11:58 AM

View PostUnnamedBOY, on 08 October 2015 - 10:27 AM, said:

Just wonder, because ~50% or more of my matches end up with 12:3 (3:12) or 12:4 (4:12)...

Is it common?

Just miss the good old days with a lot games ends up with 12:10 or even 12:11...


Your memory is playing tricks on you. Most games have always been lopsided, at least score-wise. Tight game ends have always been the exception in my experience.

#7 KodiakGW

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Posted 08 October 2015 - 12:06 PM

Yep, 12:2 is very common, because Match Maker still broken. For all of you white knights, please explain this wonderful game.

Posted Image

And I'm running in a not-even-speed-tweaked 3LPL CPLT-C1, and I did top score. No loyalty mechs or Crabs on my team, so no excuse as to new mechs being leveled. That is a major level of suck on my teams part. It's not even close game in any sense.

#8 Lugh

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Posted 08 October 2015 - 12:29 PM

If you aren't killing at least two mechs yourself, you probably aren't carrying hard enough.

This is often impossible when your team refuses to do it's part at staying alive, rolling damage, inflicting EFFECTIVE damage, etc.

#9 Water Bear

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Posted 08 October 2015 - 12:31 PM

I've always thought that if the final score screen displayed the % life total of each team, games wouldn't seem so one sided. A 12-4 "stomp" might not be as impressive if the winning team is at 43% of their initial life, everybody missing an arm, leg, or torso.

#10 Tyler Valentine

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Posted 08 October 2015 - 12:33 PM

View PostKhobai, on 08 October 2015 - 10:29 AM, said:

Yes its normal. Its caused by a snowballing avalanche effect due to players only having one life. Once your team loses a mech and has a disadvantage in overall firepower youre even more likely to lose another mech, and so on...


CLG. Didn't you read The Price of Glory!? :P ^^ This is absolutely correct. It's actually very unlikely that you will have many 11:12 games.

#11 Khobai

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Posted 08 October 2015 - 12:51 PM

Quote

This game has a TTK higher than your typical FPS game. Because of this, a single player has a harder time influencing the game by himself.


Other FPS games also allow respawns. Which is why in other FPS games a single player can influence the game more.

I still believe that a ticket based gamemode like battlefields conquest gamemode would be hugely beneficial for solving MWO's problems with deathballing, TTK, and people generally ignoring game objectives in favor of just killing the other team.

Edited by Khobai, 08 October 2015 - 12:55 PM.


#12 Dirkdaring

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Posted 09 October 2015 - 04:48 PM

My last 10 matches screenshots:

12-0 (stomp!)
7-12
7-12
4-12
9-12
6-12
11-12
11-12
5-12
5-12

#13 Thorqemada

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Posted 09 October 2015 - 05:38 PM

12:4 or 4:12 is a pretty standard result - what the crap about that is when you are behind 3 or 4 Mechs 1 Minute into the game and have no chance to come back or to kill at least 1 of the other Team...

Edited by Thorqemada, 09 October 2015 - 05:39 PM.


#14 Simbacca

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Posted 09 October 2015 - 05:41 PM

View PostUnnamedBOY, on 08 October 2015 - 10:27 AM, said:

Just wonder, because ~50% or more of my matches end up with 12:3 (3:12) or 12:4 (4:12)...

Is it common?

Just miss the good old days with a lot games ends up with 12:10 or even 12:11...

Been having this same issue myself. Being in Tier 3, with the usual W/L rate of 1:3.5

Case in Point: ZEUS ZEU-9S2(L) 4 Wins / 14 Losses so far in one night of playing.

Edited by Simbacca, 09 October 2015 - 05:52 PM.


#15 Gas Guzzler

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Posted 09 October 2015 - 05:54 PM

View PostKodiakGW, on 08 October 2015 - 12:06 PM, said:

Yep, 12:2 is very common, because Match Maker still broken. For all of you white knights, please explain this wonderful game.

Posted Image

And I'm running in a not-even-speed-tweaked 3LPL CPLT-C1, and I did top score. No loyalty mechs or Crabs on my team, so no excuse as to new mechs being leveled. That is a major level of suck on my teams part. It's not even close game in any sense.


Its not the MM. If you took the same teams and put them on the same map again, I would be willing to bet you get a different outcome. People can make bad decisions, even if they are normally decent players. The matchmaker can't just predict if someone is going to play smart or not. I don't know, in my experience, usually an outcome like that comes from not working as a team. There also is a snowball effect in this game due to the fact that mechs don't die that quickly, so if you start losing mechs it hurts your team a lot.

#16 Simbacca

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Posted 09 October 2015 - 06:02 PM

View PostGas Guzzler, on 09 October 2015 - 05:54 PM, said:


Its not the MM. If you took the same teams and put them on the same map again, I would be willing to bet you get a different outcome. People can make bad decisions, even if they are normally decent players. The matchmaker can't just predict if someone is going to play smart or not. I don't know, in my experience, usually an outcome like that comes from not working as a team. There also is a snowball effect in this game due to the fact that mechs don't die that quickly, so if you start losing mechs it hurts your team a lot.

Yet it does not explain why some players are experience loss after loss after loss with such teams.

#17 Death Proof

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Posted 09 October 2015 - 07:33 PM

It's normal if you don't keep up a 1:1 kill ratio.

As soon as you let the other team get 3 or 4 kills ahead, it become exponentially harder to come back from.

#18 Leone

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Posted 09 October 2015 - 09:57 PM

It's called a Combat Loss Grouping, and usually an experience mechcommander would try to pull out before it takes out their forces. MWO has no retreat option, despite the fact that so many players try to look for it.

~Leone.

#19 Speedy Plysitkos

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Posted 10 October 2015 - 12:11 AM

people using more and more, NO FEAR tactics. I dont like it.

#20 Thorqemada

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Posted 10 October 2015 - 05:00 AM

View PostSimbacca, on 09 October 2015 - 05:41 PM, said:


Been having this same issue myself. Being in Tier 3, with the usual W/L rate of 1:3.5

Case in Point: ZEUS ZEU-9S2(L) 4 Wins / 14 Losses so far in one night of playing.


Assaults have become Victim Mechs - a few outliers stand out and the others have became "Matchscoreinflators"...









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