The Public Team Queue does not APPEAR to work as follows, and if it did many more would play in teams.
Right now players in the lower tiers seem to avoid the Public Team Queue becasue skills levels can vary and a random team or a small team trying to train new players gets WRECKED by a full team of experienced players from a coordinated unit.
The solution would be to used and average tier rating for groups and then apply the same existing logic that is used in the Solo Public Queue. This will not stop having a couple tier 5 guys in a match with a couple tier 1 guys on the other side that pick them off quickly, but at least the overall skill level of the teams will be similar giving the newbies a punchers chance of doing something other than feasting on hot laser served up by a team of 12 tier 1 and 2 players.
PGI may argue that the Public Team Queue pool is not large enough, but the lack of a tier system, or functional one, in this queue is a large part of the reason why the population is low, In addition, if new players can not team up and train with experienced players then they will have a harder time learning a difficult game thereby reducing the overall population. PGI has created the match score system to encourage team play, but the current structure of the Team Queue kills such efforts and develops bad lone wolf tactics that succeed in lower solo queue matches, but start getting clobbered when you hit tier 3. These same lone wolf tactics do not translate into CW, so a new player that has suffered hundreds of beatings in the Public Solo Queue to develop decent skills and a playable deck goes back to square one when he starts playing CW, further hurting the CW population which PGI is desperate to grow.


Public Team Queue
Started by Leonidas the First, Jul 24 2016 03:36 PM
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