FireStoat, on 02 April 2017 - 01:33 PM, said:
I have only been playing this game since September of last year, but a tonnage class restriction hasn't been present in the game since I started. A 3/3/3/3 rule? No way. On the Huntsman release day I am positive that I was in a match where my side had two full lances (8 mechs) of Huntsmen, and I was one of them. During the Marauder IIC release, I was one of seven (7) Marauder IIC's on my quick drop team. Anyone that played during the MAD IIC release week will recall exactly what I'm referring to.
I don't generally like to call people out for not reading, it seems to be more confrontational than productive most of the time, but Egoslayer specifically mentioned that that launch days were an exception. And of course they would be, everyone who bought it will want to try out their shiny new mech, and so flood that mech's weight class and leave the others emptier than usual. I've also found that that state of affairs only lasts for a day or two anyways, before the proportions normalize.
You are technically correct in that there is no hard 3/3/3/3 rule. I can't remember the last time I actually had a game that was exactly 3/3/3/3. But here's the thing, that's because it's not a hard rule but a soft one. Most of my solo games end up something like, 2/3/4/3, or 3/3/4/2, or 2/4/4/2. That is to say, each category is only one mech off. 3/3/3/3 is used as the baseline, to ensure some noticeable representation of each weight class (across several games, I have seen the occasional one-off game with no lights but it's not common). This also tends to curb huge weight disparities, as while you can still get one team heavier than the other, you won't get the 4/5/3/0-vs-1/2/3/6 sorts of situations I sometimes see in group queue.
As to the topic of the thread itself, I agree that the matchmaker could probably stand to be more robust than it is, but I'm not sure an 'avoid players' option would be a good idea. It's based on a problematic assumption, that the way a player happens to be playing when you encounter them is the way they always play. So, the idea that a player who gets 18 damage in a given game never breaks 100 damage. I remember a time recently where I ended a match with only two damage, because I pushed out too far ahead of the team, expecting some of my team to be right behind me and the enemy to not quite be as fast as they were. I typically get around 300-350 damage in a game though, just with the occasional outlying game where I get a lot more or less. So, the idea of giving people the option to block others based on what might be a single bad game doesn't make a lot of sense to me.