Jump to content

Tier Transition


44 replies to this topic

#41 The Unstoppable Puggernaut

    Member

  • PipPipPipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 1,022 posts
  • LocationLondon

Posted 11 June 2017 - 10:28 PM

As I said before it should take the mech you launch in with as a factor. If it's a new mech then use your base skill level. If I am in a light support mech which isn't designed to kill and top score on the team, there's something seriously wrong.

So if I launch in a cutefox vs a kodiak3, I am treated the same. That's simply stupid beyond belief.

I just want to play my cutefox in peace dammit.

#42 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 11 June 2017 - 11:06 PM

View PostViktor Drake, on 11 June 2017 - 06:07 PM, said:

Ok so Master Glitchdragon is right, you don't go up with only a small amount of damage done and a win. Had a storm hit and the power blinked out long enough for me to lose connection. By the time I got back in, I managed to do only 10 damage before my team won the match. Got the "=" sign for that one but that is kind of my problem with the PSR rating. A player who performed that poorly in a match should be seeing his PSR reduced, win or not.


Yeah, pretty much everyone universally complained about this from PSR's inception. Not news for anyone.

This is exactly why it's been derisively called an XP bar all along.

Hell, you'll eventually get to T1 even with a WLR somewhat below 1:1, because you basically always gain on a win and can gain or pretty easily not lose rating on a loss.



#43 Mawai

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,495 posts

Posted 12 June 2017 - 11:45 AM

View PostWintersdark, on 10 June 2017 - 01:42 PM, said:



Wat? The group queue is the worst that way. While it technically has a matchmaker and uses PSR, populations are so low that it's purely random.


Technically, the group queue has no matchmaker. Russ scrapped any attempt at real balance in group queue by putting in group size tonnage limits instead. Small groups have more possible tonnage and ALL the group queue matchmaker does is play legos with group sizes to get two teams of 12 .. the only constraint is that groups of 11 aren't allowed.

The result is wildly varying balance in group queue matches since a group of two dropping in lights is treated identically to a group of two dropping in assaults and pilot skill isn't even considered.



#44 Mawai

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,495 posts

Posted 12 June 2017 - 11:51 AM

View PostInnocent, on 10 June 2017 - 06:07 PM, said:

I wonder if they ever changed the bones of the matchmaker from the original ELO implementation. When they first started trying to make skill based matches the matchmaker would say, Ok I am going to make a high skill game. It would then pick the first 12 high skill players and then try to match 12 more against them. The result was the 12 best ended up on team 1 and then it would run out of players and take who was left for team 2.


Nope. If you check the Karl Berg thread it never worked this way. The matchmaker alternated adding people to teams and tried to keep the average on the two teams the same. In addition, the queue of players looking for a game constantly increases as new players enter the queue .. your example seems to assume the twelve best are already in the queue





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users