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Buff/nerf Based On Player Tier


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#1 1st to Die

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Posted 17 July 2017 - 08:45 PM

Balance between sides has always been an issue and I have heard the claim that Clans have more veteran players than IS creating a Noob vs Expert scenario. Since we already have the Tier system, why not use that to create a dynamic buff/nerf for players and/or teams? This could be similar to the team rankings in competitive play, but instead of matchmaking it adds a general buff or nerf to the team/individuals.
This would balance out player skill and give more skilled players a challenge and newer/less skilled players a handicap (rather than just being cannon fodder). I think it would resolve a lot of the trouble balancing IS and Clans.

#2 tokumboh

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Posted 18 July 2017 - 08:03 AM

The Tier system is not a skill system it is an experience system if you had a Tier system your tier would be able to go down as well as up. If you had a better system that basically would allow only a limited number of Tier 1 players to be tier 1 players then you could have all sorts of graded matches.

We need the Tier system to mean something more than the number of games played and won

#3 Rogue Jedi

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Posted 18 July 2017 - 08:51 AM

All this would lead to is some "elite" players who like winning at all costs creating "T5" alts, and make sure they badly loose there first 25 in quickplay so they can slaughter in faction play with the T5 buffs while they slowly leave t5 (because tier progress drasticly slows after the first 25 matches) with exceptional earnings.

I understand the appeal of this sort of idea but skill and reletive power or Mechs still have little effect compaired to teamwork, and teamwork is almost impossible to quantify.
Lets say you have a 10 player group which has been destroying all oponants, then they loose the leader/drop caller, that can prove rather detremental to the teams effeciveness, even if the lost player is a few tiers below the others.

#4 Tesunie

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Posted 18 July 2017 - 11:49 AM

Too easy to manipulate such a system, and I could see players intentionally dropping their PSR tier just to gain an advantage in other matches, such as when a chassis leader board is in effect (for example) or within FP (where PSR doesn't get altered, unless you remove the proposed system from FP completely).

#5 PrometheusTNO

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Posted 18 July 2017 - 12:44 PM

View PostRogue Jedi, on 18 July 2017 - 08:51 AM, said:

All this would lead to is some "elite" players who like winning at all costs creating "T5" alts, and make sure they badly loose there first 25 in quickplay so they can slaughter in faction play with the T5 buffs


Meh, not really. Elite players have no need for the things you describe (smurf accounts and faction play). I'm sure there are a few people that like easy games.

#6 InspectorG

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Posted 18 July 2017 - 01:03 PM

View Post1st to Die, on 17 July 2017 - 08:45 PM, said:

Balance between sides has always been an issue and I have heard the claim that Clans have more veteran players than IS creating a Noob vs Expert scenario. Since we already have the Tier system, why not use that to create a dynamic buff/nerf for players and/or teams? This could be similar to the team rankings in competitive play, but instead of matchmaking it adds a general buff or nerf to the team/individuals.
This would balance out player skill and give more skilled players a challenge and newer/less skilled players a handicap (rather than just being cannon fodder). I think it would resolve a lot of the trouble balancing IS and Clans.


Oh, boy, where to start....

First problem is PSR is a level up bar, not a zero-sum indicator of performance.

Nerfing good players, who worked hard for their skill, would encourage them to leave the game and buffing noobs/bads discourages them from learning to get better. Some games are just demanding of skill and punish mistakes.

I don't know if you are speaking of Solo play or Group but Solo is random disaster of whichever team sucks less. Group play DEMANDS unit cohesion via comms, map awareness, aim, deck composition, tactics, and all that. If your Group hasn't developed those skills, you will have it rough.

But hey, could be worse.

Back in the day when I started, I would drop in Solo and get to face synch-dropped groups of LORDS and other comp teams who wouls harvest kills and win the match in under five minutes and i would only put out about 50 damage in my Commando.

As far as MM, IMO, it performed best after PSR dropped. This was before everyone floated up to T1. Good times, those. Comms and teamwork in Solo. RIP.





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