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Do I Really Have This Much Influence On Win/loss?


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#41 Lykaon

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Posted 18 July 2016 - 09:01 AM

View PostAjerWerklWerkl, on 17 July 2016 - 08:11 PM, said:

You guys aren't really answering the question I'm asking, which is: how is it possible for just ME to have such a huge influence on the games??? (Clearly, 0.31 W/L means my SHC-PRIMEs are having a HUGE effect on making my team lose.)

R31Nismoid: I guess you're just a lot better than me!

Chuck Jager: Yes, that's exactly how it feels to me...



When were the games played?
What server clusters are they played on?
Was there and event going on during the matches played?

Reasons for asking thoose three questions...

The time you play frequently effects the available pool of players.If it's off peak hours when there are fewer players online the matchmaker may have a harder time building well ballanced matches with what is available. Also if the player pool is exeptionally small during a given play period you may even get the same players in several matches. (I had a night when I got stuck with the same self proclaimed drunk player who was terrible for several matches. He was worse than having an AFK or a disconnect on the team. At least an AFK or Disco isn't in the way or shooting at his team)

Server choice can impact game results if for example you launched several matches onto a server that has poor ping with your location.

And lastly There is marked decrease in "good" matches and teamwork when an event is running that frequently fail to encourage team work over personal stats.

#42 Felio

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Posted 18 July 2016 - 09:36 AM

In my experience, yes, sucking individually can have a big influence. Like when I was stubbornly leveling my vindicators without paying the 1.5 million double heat sinks tax. Losses, losses everywhere. If only the other 11 players knew how many of them were my fault!

#43 Bishop Steiner

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Posted 18 July 2016 - 09:42 AM

View PostFelio, on 18 July 2016 - 09:36 AM, said:

In my experience, yes, sucking individually can have a big influence. Like when I was stubbornly leveling my vindicators without paying the 1.5 million double heat sinks tax. Losses, losses everywhere. If only the other 11 players knew how many of them were my fault!

yet conversely, the number of matches I landed 600-1000 damage and 5-6 kills, early in the match, only to watch my team throw away a 10-6 advantage..... *SMH*

#44 Queen of England

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Posted 18 July 2016 - 10:57 AM

View PostAjerWerklWerkl, on 17 July 2016 - 07:49 PM, said:

So... I am trying to level up an SHC-PRIME, but it's uber-painful because my tier has been climbing and it's now upper T2...

With the SHC-PRIME, my W/L ratio is... 0.31 over 17 games!!! Whereas with good mechs I am more like ~1.1.

Does ONE player leveling his mech really influence the game THAT much??? In several of the losses, I am in the top 3 for match score on our losing side... but yet it's one brutal loss after another, with my team being totally uncoordinated.

Which leads me to believe that the MM is actually putting a bunch of people that it THINKS should lose together...

In contrast, when I play my best mechs (where I have ~1.1 W/L ratio), the teams are nicely matched and almost all games are really fun.

Can anyone explain what's going on?? Is it really that one player in a basic mech screws up the balance *that* much?? Thank you!

17 games isn't nearly enough to get a good sample. With that many games, you're pretty much just looking at a coincidental loosing streak.

#45 Brain Cancer

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Posted 18 July 2016 - 11:06 AM

Quote

MM is basing your ability to lead the match solely on your PSR rating


Not even that. It's just looking for tier ranking and slotting you in.

http://mwomercs.com/...-pugstarheroes/

It's pretty clear based on actual stats that the MM is nowhere near being that discerning, considering what it'll shove together each match.

#46 Tarogato

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Posted 18 July 2016 - 11:09 AM

-----> http://mwomercs.com/...ire-playerbase/

Performing well correlates with winning. If you are usually in about the top three for your team on your match, than the losses aren't your fault - quite the contrary and you're getting some rotten luck.

#47 Brain Cancer

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Posted 18 July 2016 - 11:16 AM

I see plenty of games where there's a "carry collapse"- one team may even be ahead on kills, but the second the good players are dead, the match turns into a turkey shoot.

Scoreboards where the first three people to die have all the kills for their team and are followed by 9 players with under-200 damage is not uncommon on a loss. Happens so often that I know, yes, your team is rarely made up of players of similar skill.

Ones that are and win are seemingly "mediocre"- nobody scores big, but everybody scores, 1-2 kill +300-500 damage, and the opposing team is usually crushed.

Edited by Brain Cancer, 18 July 2016 - 11:18 AM.


#48 Darth Hotz

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Posted 18 July 2016 - 11:49 AM

When I am leveling a basic mech (or use a mech that is not made to lead the charge), I tend to play a bit more defensive than in my used machines. I noticed that the whole team suddenly tends to be more passive then. In my used machines I tend to play more aggresive and the crowd tends to follow.

So what I mean is, when the higher tiers in the team are not aggressively playing it has an impact on the rest of the team because many times they keep hiding and finally dying.

Maybe this what you are experiencing too.

#49 mogs01gt

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Posted 18 July 2016 - 11:51 AM

View PostAjerWerklWerkl, on 17 July 2016 - 07:49 PM, said:

So... I am trying to level up an SHC-PRIME, but it's uber-painful because my tier has been climbing and it's now upper T2...
With the SHC-PRIME, my W/L ratio is... 0.31 over 17 games!!! Whereas with good mechs I am more like ~1.1.
Does ONE player leveling his mech really influence the game THAT much??? In several of the losses, I am in the top 3 for match score on our losing side... but yet it's one brutal loss after another, with my team being totally uncoordinated.
Which leads me to believe that the MM is actually putting a bunch of people that it THINKS should lose together...
In contrast, when I play my best mechs (where I have ~1.1 W/L ratio), the teams are nicely matched and almost all games are really fun.
Can anyone explain what's going on?? Is it really that one player in a basic mech screws up the balance *that* much?? Thank you!

I have the same issue. Leveling mechs is really really really frustrating!

#50 Drenath

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Posted 18 July 2016 - 12:20 PM

View PostBrain Cancer, on 18 July 2016 - 11:16 AM, said:

I see plenty of games where there's a "carry collapse"- one team may even be ahead on kills, but the second the good players are dead, the match turns into a turkey shoot.
Early poking takes a positive turn.
Score: 4:0
DropCom: "We're up 4 kills, push D3"
7 friendlies hide upon sight of the enemy deathball.
Score: 5:6
DropCom: "What the heck?"
Friendly forces get flanked. New score: 6:10
Friendly light: "Need assistance!"
Friendly light turns and runs for the hills
Friendly assault gets focused and torn to pieces 6:11
8 minutes later, friendly light picked off a disconnect. 7:11
4 minutes later, friendly light picks off a medium with no weapons and a cored-out heavy. 9:11
Enemy light legs the friendly light, his friends finish him off 2 seconds later
Friendly light: "Dang 3 kills guess I can't carry all you noobs by myself... whatever, my PSR went up GG"

Edited by Drenath, 18 July 2016 - 12:22 PM.


#51 Yosharian

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Posted 18 July 2016 - 12:34 PM

I have sick stats in my SHC.  It's one of my best Mechs, statistically.  Maybe you just need to get a better build.

Edited by Yosharian, 18 July 2016 - 12:38 PM.


#52 Deathlike

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Posted 18 July 2016 - 03:53 PM

View PostDrenath, on 18 July 2016 - 12:20 PM, said:

Early poking takes a positive turn.
Score: 4:0
DropCom: "We're up 4 kills, push D3"
7 friendlies hide upon sight of the enemy deathball.
Score: 5:6
DropCom: "What the heck?"
Friendly forces get flanked. New score: 6:10
Friendly light: "Need assistance!"
Friendly light turns and runs for the hills
Friendly assault gets focused and torn to pieces 6:11
8 minutes later, friendly light picked off a disconnect. 7:11
4 minutes later, friendly light picks off a medium with no weapons and a cored-out heavy. 9:11
Enemy light legs the friendly light, his friends finish him off 2 seconds later
Friendly light: "Dang 3 kills guess I can't carry all you noobs by myself... whatever, my PSR went up GG"


Normally, good teams push the opfor to the brink when they have a lead.

The problem is that passive teams tend to "play not to lose" and proceed to lose by being stationary and stagnant in their movement.

Edited by Deathlike, 18 July 2016 - 03:53 PM.


#53 Y E O N N E

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Posted 18 July 2016 - 03:59 PM

View PostDeathlike, on 18 July 2016 - 03:53 PM, said:


Normally, good teams push the opfor to the brink when they have a lead.

The problem is that passive teams tend to "play not to lose" and proceed to lose by being stationary and stagnant in their movement.


I watched this happen many times last night during a marathon string of games exclusively on Mining Collective. Team would get up to the table, then proceed to huddle.

What's a pop-tart Shadow Cat to do? ¯\_(ツ)_/¯

#54 AjerWerklWerkl

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Posted 20 July 2016 - 05:12 AM

Well, I have to admit that I agree the sample size was too low, and it was more likely to have been a bad stretch, coupled with some build experimentation (though most of it was with the 2 LPL build).

I've been leveling a second variant now, the SHC-A, and over 11 games my W/L is 1.2 and KDR is 2.0, which is much more inline with what my averages are for strong mediums.

Thanks everyone for the input... it was a really fun thread to read through!





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