Im confused by the tonnage change, when it was 250vs250 tons in november, FW when pugging felt very balanced overall although most matches still went HEAVILY in favor of the IS because it was super easy to rig matches by putting a unit vs randoms. Even if units on both sides were dropping on the planet, 9 times out of 10 they were gonna get matched vs randoms anyway. But the few even matches that i saw felt very even overall. I was in a match with NTEX + randoms vs D"C/INYE + randoms and it ended up 45vs44 before we ran out of time, and it could have easily gone either way.
It felt massively more balanced than when it was 250vs265 or 240vs265 tons because at that tonnage difference, you have EBJs/Timbers in the first wave vs assaults boating LPLs or LLs. At 250vs250, you saw mostly IS heavies instead.
Im not sure, but i think the new FW system prevents you from targetting a specific planet and the "fight now" button is similar to quickplay? I dont know if that would help even things out though. It was very easy to look at a particular planet and figure out if it had any serious opposition, which obviously influenced your decision whether to drop there or not. "Oh hey it looks like lots of good units are dropping there, let's go somewhere else".
Its a shame PGI hasnt learnt anything from PVP focused MMOs though, you cant allow players to easily switch (or stack) sides or you run into problems where a group of players can stack one side and they get an overwhelming advantage. Obviously, most people will join the side that looks like they are winning the most. I once played warhammer online, and the Oceanic server had such lopsided player numbers that one side had a 4:1 numerical advantage after the first few months, because people just kept joining the winning side. And players on the losing side kept swapping to the winning side because they got frustrated with getting zerged.
The fact that PGI is only looking at FW data for "high tier" players (IIRC) is kind of disturbing. Most high tier players in FW will be playing in teams, which will show skewed results. E.G. It may be that clans have an overwhelming advantage if they are defending in organized teams because they setup perfect high alpha firing lines vs choke points. It may be that this advantage is amplified by certain maps that are mostly long range focused like alpine peaks. It may be that IS has a massive advantage in other situations or in certain maps or game modes, or at certain tiers. It may be that 240 vs 265 is better balanced for organized teams but terrible for randoms vs randoms, and the same applies for certain maps/game modes.
Personally, When i use my cataphract or warhammer in quickplay, I never get an overwhelming sense of fighting uphill vs clan mechs, unlike when i played FW and had to fight IS mechs that were much heavier.
Given what we have seen of PGI balancing, i doubt they have anyone who has taken a statistics course and knows how to account for all variables. I mean, given that the designer in charge of game balance is Paul...
Edited by Jun Watarase, 16 December 2016 - 01:13 AM.