Aresye, on 24 July 2016 - 03:41 PM, said:
Those are all still mechanical skills that...while they help somewhat, don't really transfer into the team based atmosphere of MWO.
While fighting 1v1 you have no score to keep track of, you have no enemy team movement you need to keep track of, you have no teammates you need to keep track of, you have no "assaults in charlie lance" to base your game plan around, you have no focus fire prioritization, you have no artillery/air strike cooldown to watch, you never have to worry about more than 1 mech targeting you at once, etc...
EXACTLY.
Just you and your opponent. No distractions, subtle movements meaning everything... Wander too close to a building and get stuck for a quick second? The error that killed you...
Think of it as romanticized samurai duels instead of a large-scale battle.
Product9, I like it - but not as you meant it. Instead, take it separately, as an aspect of the game as removed from the current team-based PvP as a single player campaign would be. When a player logs in they play group or they play solo or they play 2-man or whatever. Some people will strongly favor one mode or another and that's great for them. Maybe they'll do like Stone Wall said and use it to settle disputes from the forums (that will likely never be settled but the game and community benefits anyway!), or become legendary for their performance; maybe they'll do like you suggested after that comment and mask up, hit random and end up on a randomly chosen map, in a randomly chosen mech, against and enemy near them in the rankings equally in the dark on the circumstances. Of couse, having settings for options in between would be good but nothing too specific so the wait times are low. The only exception to that would be when two players have challenged each other specifically, allowing them to set whatever zany stuff they want to settle whatever score or test an idea.
Don't think of it as a way to better judge a player in the group setting but instead as a whole other way to play with stats unto itself. Or, if you must, make it a combined score between the two. I think 1v1 is a very valuable metric because just like situational awarness is essential in group play and can only be measured in that setting, the mob can also hide your blunders. Think about how stressful a 24-man match would be if it was actually fought as 12 1v1 duels... Think about the times you've been the last alive and had a
real chance at winning! Every little move mattered and the entire game teetered on your actions. Being a highly ranked 1v1 player
then would be something your teammates would be
happy to have!