It still kills me that people have a problem waiting for ten minutes to get into a match, or a problem playing either 15 or 45 minutes for a match, when during MechWarrior II, III, and IV, it used to take hours to get enough people together for a ten or fifteen minute winner-take-all match. There is no reason anyone should be bitching about ten minutes. That's one thing I am really thankful to PGI for... they've taken a process that used to require between one-and-a-half and FOUR hours, and paired it down to seconds.
Are the matches even marginally well-balanced? No.
Will they be? Not until Paul stops being stubborn and silly and actually builds a point-by-point Battle Value system for MWO, and allows for those points to be calculated within the Mechlab and modified by a true Piloting and Gunnery Skill system determined in the game, on launch, and not this ridiculous PSR that actually doesn't gauge anything, doesn't really add anything to the game, and then modify the Matchmaker to account for it and match buckets within 5% of one-anothers total team Battle Value, will we have a truly matched system. It just simply won't happen.
I don't know whether or not anyone's noticed, but PSR adjusts up OR down based on how well you do in a match, cross-referenced with how your team does in a match. If I do well, but not well-enough (300 - 549 damage for an equals in a lost match, or 550+ for a green up-arrow), and we lose, I lose PSR equivalent to just how crappy I did. Alternately, each 100 points I score above 300 for the win, or above 550 for the loss, my PSR goes up in accordance with that difference.
This is not a measure of Piloting Skill Rating. If the team affects how well or poorly my score is treated, that's just wrong; it should be based solely on how I do.
What WOULD be a proper measure of Piloting Skill is taking the damage
I do to my legs while moving (dropping from heights at speed and from jumping too high, etc.) and whether I've remained alive to the end of the game (as cross-referenced with the number of points of damage I was able to do in the match, to determine if I was actually in the fight, or off hiding).
For Gunnery Skill, it should be based 'Mech-to-'Mech in my inventory, based on the weapon hit percentages for the loadout of the individual 'Mech I'm going to take. In other words, if I'm driving my Wolverine 7K, with three LRM-5s with Artemis and an ER PPC, then my hit percentages for all four weapons, individually, should be averaged and set to an overall Gunnery percentage.
Piloting and Gunnery percentages would be averaged against one-another, and the overall would give a multiplier for the 'Mechs overall Battle Value.
PS/GS AVG Multiplier
01 - 20..........0.25 Cadet
21 - 40..........0.67 Green
41 - 60..........1.00 Regular
61 - 80..........1.15 Veteran
81 - 100........1.35 Elite
So, if your BattleMech's MWO-based Battle Value comes out to be, say, 1000 and, with the weapons your character has along with their Gunnery Skill average for those weapons, as well as their past overall Piloting Skills come out to make you a Veteran-quality MechWarrior with those percentages, your 1000 BV 'Mech would come out to be 1150, instead, whereas a Green-quality MechWarrior would only see 670 BV.
Each MechWarrior's PS/GS modified Battle Value BattleMech on each team is placed in their team's individual buckets. The Matchmaker then finds another team that falls within 5% of the total for your team's bucket, and sets you against one another. You would then have pilots of all qualities fighting on the battlefield, as it actually would be, and they can fight against one-another. Now, if the closest team to your own is short a few 'Mechs because of too many high-level pilots on their side, that just gives the lower-quality team numbers to work with against those pilots.
This is a system that could work, hands-down, and it would allow the quirks on 'Mechs to be eliminated, or at least tallied into the Battle Value system, and it would allow Paul to set the weapons systems where they're supposed to be and have those weapons calculated based on minimum and maximum range, heat, damage, and even weapon effect, etc. You do NOT have to account for map heat or terrain, because the map heat is going to affect the weapon's systems the same, nor would you need to account for anything else.
Will Paul even actually consider this, or consider talking to any of us who continue to advocate for this system over the failure that PSR actually is? No. In order to get this done, someone who actually gives a **** about BattleTech is going to have to take over continuing development of the game.
Edited by Kay Wolf, 03 March 2016 - 06:48 PM.