

Some Nights Just Aren't Worth Playing
#1
Posted 19 August 2017 - 07:28 PM
Five matches. 4 loss, 1 win. All five were heavily lopsided. Three of them were 12-1 or 12-2. Only one was 12-4.
I don't understand why PGI focuses on Solaris and spikes on mechs but ignores the fact their MM fails far more often than it succeeds. How hard can it be to think up a set of parameters that demonstrate skill, calculate a battle value for mechs, and then have the MM create teams with close to the same values?
#2
Posted 19 August 2017 - 07:34 PM
Im sitting at 2 wins and 9 losses. MM thinks i can carry, apparently.
#3
Posted 19 August 2017 - 07:35 PM
One of our assaults, was a very very very old lurmer build Battlemaster 1S (bunch of lrm + 4ml)
He ran over the saddle.
And tried to cap the enemy base.
GG MM..... just wondering how is possible to see with my tier 1 account the same $h1t I see with my tier 4-5 accounts
Edited by Stefka Kerensky, 19 August 2017 - 07:36 PM.
#4
Posted 19 August 2017 - 07:40 PM
InspectorG, on 19 August 2017 - 07:34 PM, said:
Im sitting at 2 wins and 9 losses. MM thinks i can carry, apparently.
Already wasted an hour playing bad matches and not having fun. Even the win was mediocre. The other team was hiding or something and just ran into our team to get slaughtered once they found us. On their flag.
I've been trying to just log off when I start feeling the need to get snarky in chat.
Edited by Ruar, 19 August 2017 - 07:41 PM.
#5
Posted 19 August 2017 - 07:59 PM
#6
Posted 19 August 2017 - 08:14 PM
Making this reply looking out the cockpit of 1 of the 2 afk mechs in the match. One of the afkers did join the match half way through though.
2 more quickplay wins and all events are complete except for the faction play count.
Edited by Johnny Z, 19 August 2017 - 08:16 PM.
#8
Posted 19 August 2017 - 09:00 PM
#10
Posted 19 August 2017 - 09:50 PM
I've said this a dozen times before.
The composition of the team and map are a big factor. Too many snipers and LRM mechs on Crimson and you'll lose.
Where you start out on the map influences it too, if the Assaults are all far away from the fight and the rest engage before they show up because they spawned miles away then you'll lose.
Got 6 guys in meta god tier mechs vs a team mostly of bottom of the barrel mechs, you'll lose.
Match making just randomly puts people on a team, it isn't the deciding factor in who wins and why wins are 12-1 or 12-3.
Another thing is that as soon as the first 3 mechs are lost, if they were important assaults or heavies then you'll get stomped.
#11
Posted 19 August 2017 - 09:56 PM
Xetelian, on 19 August 2017 - 09:50 PM, said:
I've said this a dozen times before.
The composition of the team and map are a big factor. Too many snipers and LRM mechs on Crimson and you'll lose.
Where you start out on the map influences it too, if the Assaults are all far away from the fight and the rest engage before they show up because they spawned miles away then you'll lose.
Got 6 guys in meta god tier mechs vs a team mostly of bottom of the barrel mechs, you'll lose.
Match making just randomly puts people on a team, it isn't the deciding factor in who wins and why wins are 12-1 or 12-3.
Another thing is that as soon as the first 3 mechs are lost, if they were important assaults or heavies then you'll get stomped.
This is why I wish we could pick our loadout after the map is chosen, or at least blacklist specific maps so you don't end up with a brawler build stuck on Polar Highlands.
#12
Posted 19 August 2017 - 10:11 PM
Well, unless teammates are actively hindering me by shooting/killing me. Shearing the leg off my Kit Fox before we reach the enemy does sour my mood a bit.
#13
Posted 19 August 2017 - 10:19 PM
#14
Posted 19 August 2017 - 11:28 PM
Ruar, on 19 August 2017 - 07:28 PM, said:
Five matches. 4 loss, 1 win. All five were heavily lopsided. Three of them were 12-1 or 12-2. Only one was 12-4.
I don't understand why PGI focuses on Solaris and spikes on mechs but ignores the fact their MM fails far more often than it succeeds. How hard can it be to think up a set of parameters that demonstrate skill, calculate a battle value for mechs, and then have the MM create teams with close to the same values?
PGI is caring about MM, in a way. That's why Russ will soon put up a public and official vote--to decide whether to switch back to 8v8 for QP. For the sake of better MM, vote yes to 8v8.
Edited by El Bandito, 20 August 2017 - 12:27 AM.
#15
Posted 19 August 2017 - 11:35 PM
Zyrusticae, on 19 August 2017 - 09:56 PM, said:
Or people could learn to build their mechs better.
What I see most often is people tend to over-specialize their mech, hell even I do it a moderate amount of time. LRM boats are a prime example. A mech mounting LRMs and nothing else is a liability for the team because I don't care what they do, at some point there are going to be engaged in close combat where their LRMs aren't useful and way too many time I have seen this cost them the match. All loadouts using ONLY weapons that consume ammo fall into this category as well because inevitably at some point, somewhere they are going to run out of ammo. It is also better to build out a mech with the capability to engage the enemy at all reasonable ranges rather than just long or short.
Don't get me wrong, I do understand it and have quite a few brawler builds I run and occasionally I have set up a mech or two just to sit back an snipe but one thing I know for sure is that if I want constant performance and reliability, I need 3 things.
1. Capability to engage targets out to 500-600m and do at least moderate to high damages (20+ damage alpha) at those ranges.
2. At least 30% of my firepower must come from energy weapons that don't rely on ammo.
3. Short to mid range, fast firing firepower capable of engaging fast light mechs.
#16
Posted 19 August 2017 - 11:40 PM
and then there is the whole population issue. the only time the matchmaker is even relevant is at peak hours.
Edited by LordNothing, 19 August 2017 - 11:41 PM.
#17
Posted 20 August 2017 - 12:09 AM
AncientRaig, on 19 August 2017 - 07:59 PM, said:
1.) The same spite is thrown around with every change and it is ALWAYS wrong. The problem is you now wanting change and having to adapt, not the change itself.
2.) Why would higher alphas (which is also not true, btw) enforce more stomps? Both sides would have them, even if the whiner of the day doesn't.
Just grow up, people and stop cluttering the forums with that unfunded whining.
Edited by Paigan, 20 August 2017 - 12:09 AM.
#18
Posted 20 August 2017 - 12:25 AM
I was very against the idea of a one shot wonder but I tried a high alpha build on the HBR. Goddamn it's insaine !
On terra therma (of all maps to land on twice in a row), the HBR got 600-700 damage with 3/4 easily. I doubt many people are running high alpha builds but when they do, mech's can drop fast. I remove lots of armour for the next mech to finish them off.
Also some players stand still to deliver (I do this with quite a few weapons) so when you catch them, you inst-vape their armour. The only way to count this is to always keep moving but your aim is sacrificed. It's a very tricky subject, now we have lost the ppc/gauss issue the topic's moved to high one shot alphas. It's starting to grow on me.
---
On the topic of tiers, as long as 8v8 means less people to carry then I am all in. I am still seeing people do silly things (Solo Leroy Jenkins charges) or hiding their assaults at the back for the whole game (non lrm builds). This could all be event related of course. I'd love to see the current stats of how MOST matches are formed in a tier 1 game e.g. 3xTier 1's, 3xTier 2's, then xxx
At least you can then compare after the change if it worked in favour.
#19
Posted 20 August 2017 - 12:38 AM
Zyrusticae, on 19 August 2017 - 09:56 PM, said:
#20
Posted 20 August 2017 - 04:28 AM
Ruar, on 19 August 2017 - 07:28 PM, said:
Five matches. 4 loss, 1 win. All five were heavily lopsided. Three of them were 12-1 or 12-2. Only one was 12-4.
I don't understand why PGI focuses on Solaris and spikes on mechs but ignores the fact their MM fails far more often than it succeeds. How hard can it be to think up a set of parameters that demonstrate skill, calculate a battle value for mechs, and then have the MM create teams with close to the same values?
You would have a much better chance of coming back if it were 8v8, with less guns shooting at you. I had my best comeback games in the 8v8 days. Worry not, it is coming back! 8v8 is coming soon™...
Edited by Mister Blastman, 20 August 2017 - 04:28 AM.
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