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Matchmaking Still Awful


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#1 Arinur

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Posted 14 October 2015 - 08:17 PM

I played this game in 2013 and left because matchmaking was bad. It's 2 years later, and it's still bad. One match out of 20 is competitive. the rest are 1-2-3-4 to 12. Some are 0 to 12.

Get it fixed, I'll be back it 2017 to check it out.

#2 El Bandito

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Posted 14 October 2015 - 08:22 PM

The rate of double/triple posts in these forums is too damn high!
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Edited by El Bandito, 14 October 2015 - 08:24 PM.


#3 Xetelian

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Posted 14 October 2015 - 08:25 PM

Match making has nothing to do with teams getting stomped. The current game designs like 12 vs 12, spawn points, mapsize and location all have WAY more to do with stomps than match making.


You can throw 12 randoms with 12 randoms and still have a <4 to 12 stomp.

#4 Triordinant

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Posted 14 October 2015 - 09:34 PM

View PostEl Bandito, on 14 October 2015 - 08:22 PM, said:

The rate of double/triple posts in these forums is too damn high!
Posted Image


The only prescription:



#5 Tarogato

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Posted 14 October 2015 - 10:19 PM

It's not matchmaking, it's the consequence of having a 12-player team in a single-life-only deathmatch.

You can pit two of the top competitive teams in the game against each one, and Comp Team A will win the first match with a 12-2 landslide, and Comp Team B will win the second match in a 12-4 landslide. It comes down to positioning, focus fire, more positioning, individual pilot errors, and above all... positioning. Players who act defensively and cower will always lose against teams that press an advantage. In general, MWO pugs typically both act defensively and cower when they are losing and press the advantage when they're up a kill or more. Both of these together can lead to 12-0 stomps, which are very frequent.

#6 Sug

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Posted 14 October 2015 - 10:27 PM

My games over the last few weeks have actually felt pretty balanced.

Definitely seeing less 12-0 stomps, maybe 10% of games are ending that way. Most of the time the losing team has maybe 5 to 8 kills. I'm frequently seeing matches that come down to the last 2 mechs.

Teams can go either way. I'll have a match where no one on my team says or types anything and the next game we'll have guys calling out targets with the nato phonetic alphabet and setting up ambushes.

#7 Death Proof

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Posted 14 October 2015 - 10:35 PM

View PostXetelian, on 14 October 2015 - 08:25 PM, said:

Match making has nothing to do with teams getting stomped.



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#8 Random Carnage

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Posted 14 October 2015 - 11:55 PM

View PostEl Bandito, on 14 October 2015 - 08:22 PM, said:

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Would that be considered a fro-mo?

#9 Kiiyor

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Posted 15 October 2015 - 01:05 AM

View PostXetelian, on 14 October 2015 - 08:25 PM, said:

Match making has nothing to do with teams getting stomped. The current game designs like 12 vs 12, spawn points, mapsize and location all have WAY more to do with stomps than match making.


You can throw 12 randoms with 12 randoms and still have a <4 to 12 stomp.


Also, the team that has more guns facing fewer mechs at first contact almost always wins also.

And i'll throw the mechlab to that. In fact, it's my #1 contributing factor behind defeat. All it takes is one team running less meta than the meta team running more meta and you're up against it from the get go - OR - the mechs on one side are running builds that don't complement they playstyles of the majority of the team - OR - one team is more ECM heavy than the other - OR - one team has builds focused on different ranges to the other - OR - one team has more crap robots with crap builds than the other.

All PSR does is give everyone keys to similar cars based on their past driving records. The MM isn't responsible for you backing out the rear wall of your garage, or entering a Prius into the Indy 500.

#10 Simbacca

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Posted 15 October 2015 - 07:02 AM

View PostXetelian, on 14 October 2015 - 08:25 PM, said:

Match making has nothing to do with teams getting stomped. The current game designs like 12 vs 12, spawn points, mapsize and location all have WAY more to do with stomps than match making.


You can throw 12 randoms with 12 randoms and still have a <4 to 12 stomp.

I agree concerning the spread out spawn points - as one some maps it leads to a lance vs 2 lances, thereby leading to the quick destruction of the outnumbered lance. And it is somewhat worse when the assault lance is spawned waaay out or in an isolated drop point. That is why I preferred the original spawn system - where the team after drop could determine who would go where (example: 2 mechs from Alpha Lance with 2 mechs from Beta Lance go to take a cap point).





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