

#1
Posted 07 September 2014 - 02:01 PM
After this challenge I learned that the actual REGULARS on the comstar are massively more experienced then the current bunch coming onto Teamspeak trying to find groups to do the challenges with.
I've taken it for granted that people communicate and call targets....
ANYWAYS -
The match maker has routinely stuck me/my group against what appears to be elite, mind reading, perfectly mixed groups roughly 6 or 7 times in a row before we get a win. If this was 12 to 10 players left or 8 to 12 or somewhere around there, it means things could go either way. but 100% of the games we lost were 1/0 to 12 complete steamrolls, 3 units, all clan faction, all clan mechs.
Out of those 7 games I got FIVE POINTS towards the challenge.
I've seen all the post trying to explain the match maker and the win / loss expectation system. I think its WRONG. My ELO and the grouips elo should be based off of our damage output and if it is possible, extra things like ECM counter and spotting.
Instead of wins and losses being the factor, it should look at ONLY games where it ends closely - comparing those two sets for changes in ELO, that way they more closely represent an accurate depiction of difficulty for those groups.
Otherwise we get this absolutely infuriating GG close 0 to 12 blow outs... This will kill the player base in the long run as people rage quit and never come back...
#2
Posted 07 September 2014 - 02:39 PM
If 2 teams of equal skill are pitted against each other, and one team manages to get an early 3-0 lead in kills, the likelihood of that game turning into a 12-0 stomp increases exponentially due to the snowball effect.
Focus fire wins the game, hands down. The more players you're down, the less people you have to focus fire.
That's why survival is the most important tactic for a pilot to learn. It doesn't matter if you have a single medium laser and you're at 20% health. Just by the nature of you still being alive, that's 1 more medium laser worth of damage your team can use to focus on enemy mechs, and that's 1 more mech the enemy team needs to focus on.
The snowball effect is the key to defeating the enemy team. You absolutely NEED to strive to get that kill advantage, because even if you're facing off against a much better, higher Elo team, if you can get the early advantage in kills, you're more than likely going to win.
#3
Posted 07 September 2014 - 02:59 PM
#4
Posted 07 September 2014 - 04:20 PM
This will prevent many steamrolls.
#5
Posted 07 September 2014 - 04:21 PM
WLR was 842 wins / 1473 losses.
...
#6
Posted 07 September 2014 - 05:13 PM
Aresye, on 07 September 2014 - 02:39 PM, said:
If 2 teams of equal skill are pitted against each other, and one team manages to get an early 3-0 lead in kills, the likelihood of that game turning into a 12-0 stomp increases exponentially due to the snowball effect.
Yup, you gotta remember this isn't Counterstrike where one guy with a sniper rifle can kill the entire enemy team in seconds if he's good enough and they're bad enough. Stick an amazing player in a DWF and have him fight his weight in mediocre lights and he's going to die. He'll probably kill one or two of the lights, but he'll still die.
So unfortunately, if your team's noobs get themselves killed quickly, even if the other side's noobs are completely incompetent, they will still draw fire and turn the rest of the battle. Then suddenly you're not just down 3 noobs, you're down 3 noobs and 3 good players because 3 enemy noobs and 3 enemy good players found your 3 good players and crushed them with a major numbers advantage.
#8
Posted 08 September 2014 - 04:47 AM
Aresye, on 07 September 2014 - 02:39 PM, said:
So much this.
I've been saying this for 2 years now. It's just the nature of the beast. Any game with a single life and a deep pool of HP will unfold this way.
#9
Posted 08 September 2014 - 04:56 AM

Why...why...why...
Why is it so hard for folks to understand the MM, regardless if the breadth and or granular nature of the filtering/matching algorithm, cannot stop the mechanics behind a steamroll from happening?
I know functional math is becoming a lost art, right along with cursive writing, but folks it's pretty flipping simple: Combat Force Attrition + Compounding Force-Strength = Stomp.
Let's stop blaming the MM for chaos factors outside it's influence...

Edited by DaZur, 08 September 2014 - 04:57 AM.
#10
Posted 08 September 2014 - 07:35 AM
+
This game will never have a smooth MM system because the player base is just too small. Lets say this game has 50K players vs something with SCII which I would think has a million +. This game is going to have more peaks and valleys in the MM match ups as a result, it will never get better, I can't see this player base ever exploding past the averages that exist now.
#11
Posted 17 February 2016 - 04:06 PM
I have been on steamrolling teams a few times, and been on steamrolled teams a lot.
The one thing that stands out to me concerning this situation is communication, using the in-game voip.
From my experience the team that actually communicates will always have the upper hand over the team that remains silent.
And that communication goes for players who may not talk, but actually listen and respond to what is being said.
#12
Posted 17 February 2016 - 04:25 PM
#13
Posted 17 February 2016 - 06:05 PM
I see you have three choices
1. Stick with the 100% steamrolls and hope one day things will change (Rofl good luck with that)
2. Stop teaming and play solo where you have a chance at winning... (Very social unfriendly in a online game lol)
3. Stop playing completely and move on to a game that's more balanced and social...
Honestly getting assistance from the toxic community and useless devs... nope...
#14
Posted 17 February 2016 - 06:15 PM

This is not bad positioning, we had the top of the deck and could shoot down on them all day. No, PSR is a XP bar and that's it. Take a look at the damage. Only 2 people on my side showed up for the fight. One was me, in an Basic+Speed Tweak POS Nova (leveling for MRBC). The rest could not crack 200 damage. We only had one RFL on our side, and 3 were on theirs. Yet all 3 of them did 2-3x the damage of ours. So it's not "everyone is trying new mechs." Seems like they are fine. I'm not sure what they are using to "even teams out." But, if it holds true what Russ said that most matches are all people within one Tier of each other, then I got lumped with a lot who don't belong here.
Can't level mech with whatever they are using to match me in games because it sure seems like I need to carry 10 players every solo PUG game. Therefore, not looking to buy any more.
PSR broken. Please put back to just random matches. I should start seeing some decent games then.
#15
Posted 17 February 2016 - 06:17 PM
#17
Posted 17 February 2016 - 10:07 PM
Position of the first few mechs that meet, what mechs they are, which side loses the first 3 usually loses the match 9v12 is a tough deficit to fill.
Spawns, whether one team uses UAVs and has LRMs or doesn't or doesn't
The size of the mechs that die first, whether a light or a heavy
The focus fire against or by either team
All of these things contribute to a steamroll but one thing is very clear
The team that gets ahead stays ahead almost every time.
Match making only pairs up people in tiers, it literally can't engineer a steamroll before the match has started, everyone in PUG queue is within a certain range of each other and their performance during any particular match could be terrible or excellent.
STOP BLAMING MATCH MAKING
It literally has very little say in this game, as ELO or as Tiers it just doesn't cause the harm you're holding it accountable for.
#18
Posted 17 February 2016 - 10:13 PM
The only way to get rid of it is to complete redo the game in a number of ways that changed this aspect of games that play out like this one.
High HP and single spawn games are like this, others have said this already and it is 100% true.
#19
Posted 17 February 2016 - 10:16 PM
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