Paigan, on 16 April 2016 - 12:04 PM, said:
Extremely hard.
Or how naive are you?
The outcome of a match is determined by a LOT of variables:
- Player skill (and what IS skill? Not just aim, but knowing the map, playing in a team, etc. How should an algorithm determine all that?)
- The Mech
- The loadout
- The Mech in a specific team
- The loadout in a specific team
- The Mech on a specific map (right down to hardpoint location)
- The loadout on a specific map
- Tactical decisions (flank unlucky and half the team is dead. No one's fault, just bad luck)
- and probably a dozend more factors
- the player's form on the day
- chance in general
I always find that whining so immensely naive. All that is supposed be managed by an algorithm based on too few statistics of a too small player base?
And you can't even adjust the balancing details proberly (e.g. introduce recharging shields or whatever to make tactical mistakes more forgiving) because then the lore zealots will go ballistic.
Everything has to be kept as close to the moronic BT original rules as possible.
How can anyone with healthy common sense post ONE picuture of a stomp and just say "stop it"?
From my experience, the matches are PRETTY evenly distributed.
Very often from 12-6 to 12-11, sometimes 12-1 to 12-3.
Overall, it's very balanced.
Stop whining.
There are "things" to do that greatly mitigate the random team generator that is the match maker.
Have a team with lots of mechs with low slung hardpoints? Strongly suggest a blitz instead of the normal hill hump. Having a known disadvantage and playing a strategy that your team is weak at is idiotic.
Have a couple of LRM boats on your team? Play to the strengths of the LRMs instead of what usually occurs the team plays to the weaknesses of LRMs (not locking targets no UAVs playing hide and poke all match when instead an aggressive push would let the LRMs contribute rather than launch over an over on dropped locks.)
The problem is Puggies almost always do the same thing no matter what their team is composed of.
Team made up of mixed LRM and close range brawling? Hill hump and hide and poke.
Team made up of snipers and fast combat lights? Hill hump and hide and poke.
Team made up of whatever.... hide and poke!
Enemy team is idealy set up for ranged hide and poke then you ALSO hide and poke even if it's the worst option to choose why? because puggies!
On X map well better rush to Y grid coordinate because that is where we ALWAYS go. Wouldn't want to be unpredictable of innovative.
Have a choice between assault and skirmish? VOTE SKIRMISH!
Have a choice between conquest and skirmish? VOTE SKIRMISH!
Have a conquest and assault? vote conquest but play SKIRMISH!
What map? is HPG manafold a choice if yes vote HPG is Frozen city available if yes vote for frozen neither is available? vote for smallest coldest map! usually canyon!
It doesn't matter if the matchmaker does take many of the variables out of our hands and mashes them together with some random hope that some sort of programming sorcery will balance the game if puggies go one step further and remove more variables by playing the exact same way nearly every time.
And here is the real kicker...it's not that being a puggies makes you stupid many of the players I have on my team are excellent players however something happens when we pug that "forces" us to behave like pre programed bots.
These same players in the pug queue are in units and play according to plans and call drops. The pug queue is oddly devoid of cooperation even though nearly all of the matches have players who do know how to coordinate because they are in units.
What I find is the single best way to "make it stop" is to take charge and call a drop.