Ghogiel, on 19 April 2017 - 03:56 PM, said:
You're only 8% of your teams value, approximately. So if you're a 5 W/L in pug queue (winning about 83% of your matches, or 5 out of every 6) but your team of 11 is all at a 1.0 (winning 1 out of 2 matches, or 50%) then your team average W/L is 52.7%.
Which is to say your ability to carry is heavily mitigated if you're playing with Team Proto-Fries.
The real problem I can see is if the MM can't re-shuffle teams and players right up to the point it launchers.
So the MM is trying to feed people into a virtual lobby to make a match. It gets the first 4 people in, 2 and 2, pretty easily. Very well matched. Then however it's got 3 players readying up, 2 good, 1 bad. So now you've got 3 people on 1 team, 4 on the other. The team of 4 has a lower average PSR because it's got 3 averages and a spud and the team of 3 has 3 averages. So then the next person to ready up is a rockstar. It puts him on the team with 4 because the average PSR is lower, making population 5 v 3 but because their average value is split 5 ways it dilutes the value of the new rockstar relative to the 3man. If you add 2 more averages to the 3man so the population # is equal the PSR is off but it doesn't see that right now because it's got 1000, 1000, 1,000, 600, 2000 (average of 1125) vs 1050, 1050, 1150 (avg 1083). So supposing you get some more players, all pretty close to average, you end up with a 11 v 9 virtual lobby that's going to grab whoever is in queue longest and approximately fits tonnage and drop - without looking at PSR at all, meaning the odds are good that both sides will have at least 1-3 potatoes, 6-9 averages but only 1 side will have 1 or 2 rockstars.
etc. etc. Add to that its attempts to balance tonnage and the strong probability that the last 2-4 players are filled it by whoever is waiting longest and approximately fits tonnage and....
yeah.
If the virtual lobby can not shuffle sides then the trickle nature of new players becoming available combined with the need to match weight classes combined with the widening net as waits continue means there's absolutely room for brutally mismatched teams.
Also, because good players are correspondingly stronger in groups, 3 good players and a mix of spud and average on one side and 1 good player with 11 spud and average players may look pretty similar on PSR but strongly favor the 3 good players in performance. Once you max out T1 you're not 'heavier' in the MM; so Proton + Heimdelight + Edmeister is considered 'equal' to PhoenixFire + El Bandito + drunkblackstar, assuming everyone has pretty much maxed out their T1 XP bar.
Compare their W/L and KDR of them though? Pfft.
A thicker population would largely fix this however as the MM would have a well balanced enough pool for skill and weight classes to fill with. If the population isn't there and it has to trickle-fill, the sides will be unbalanced if it can't re-shuffle before launch.
You could create a TrueSkill style system that ranks you based on your success with individual chassis, even weapons and builds. Even down to that detail vs the population on the other team; you could create a very granular system with a prediction model at launch comparable to what most casinos use for sports events.
However if it's trickle-filling population and can't shuffle it then it's still going to end up unbalanced often enough that it wouldn't be worth the effort.