MischiefSC, on 30 December 2017 - 12:37 PM, said:
Here's the thing. There's a lot of good players who are not dropping in units. We had a match go to time last night where a mostly pug group got ahead of us on kills while we had a tiny sliver more base damage against them.on Incursion. It was a close match we barely won. We had several go 48-30+ that were hard fought and well played.
And yet, you still won because a good unit excises it's weak points. I mean, do a PUG run on an alt account some time. Go ahead, feed it enough MC and such to have 4 good robots. No grabbing your friends for Team Sealclubbers, mind you.
See how far you get in the usual PUG queue without a community. Again, it doesn't take much. Two, three bad players and you're done- and prior to the changes, a game where you got all four of your robots shot down wasn't gonna get you 250 matchscore. It's nice that the PUG can make you feel like you worked for it- buuuuut they'll lose and almost inevitably keep losing, and that means a match against you was pretty much worthless to the PUG players. The 48-30's are just more entertaining.
Tell me? Who beats you even one in 4? It's not PUG groups? Heck, PUGs won't beat you one in twenty.
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Those bad pugs getting crushed 48-0? They would lose to other pugs. The idea that the terribads only lose to the top tier groups is inherently false. All that will change for them is the names on the other side. If you kicked every member of the top 5 units out of FW to.orrow all you would do is move 72 of the best pugs up to that spot and everyone who isn't them would still lose just as much. Then any time the top performers in units drop in the pug queue they will, again, win just as much.
The trash will pretty much lose, regardless- but they won't lose 48-0. Maybe it'll be 48-24 or other levels of mediocrity, but the randomness of PUG play will mean there's going to be a few weak links in both teams, meaning people don't end up going 48-3 because they had to charge into the dropships to shoot at the suicider squad desperately trying to get to a game where the odds aren't zero. That is, they won't lose all hope playing against a group with the same unit tag that will roflstomp them, guaranteed and the game no longer feels like competition, it feels like being farmed for goodies.
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It doesn't change the skill distribution. It doesn't make bad builds and bad choices work better. The bottom players are still the bottom. Nobody is being added uber tgem. They're not suddenly going to get better.
This is a common delusion of bottom performers. That if you remove the top performers they will "move up". That's not the case. They are still the bottom of the spectrum. If you removed the color blue from the color spectrum green doesn't suddenly become blue and red change to orange, etc. You just have a gap where blue is and it's now R O Y G I V. The only one who notices anything there is green, and when Blue does show up he's still a higher frequency than green.
No argument there. But let's look at this.
In QP, I have a decent game, 3-4 people are dead thanks to me. A few more people like me, and you have the makings of a 12-0 stomp. You're in FP and there's enough people at that level in your unit? You're going to just murder them.
The FP underhive, like the QP one however has hope if that the stars align and enough good to really good players don't materialize and punt their testicles into low planetary orbit, they may win. Carried, to be sure. They're still terribad. But if they see something like you, they know there will be no carry, no illusion that they contribute to a win. You will humiliate them as such a matchup deserves, because the trash must be taken out. This is the right attitude, and if they get to the point of mass suicide to avoid it, one should take that as a compliment rather than an insult. They know their place, and it's nowhere near you.
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That's the biggest argument against it. It doesn't make the bads not bad. It doesn't mean they magically get better or go away.
Crossing the street is highly competitive compared to QP.
QP is generally having a random penalty/bonus that effectively means you get anything from being one end or the other on a 9v12 or so, if not worse due to the quality of potatoes growing in your team. If you can maintain better than 1.0 W/L in that, you've got skills. As you noted, the average is 0.8. And it's not even the best of the worst in T1. It's the most stubborn ones, given that it takes extraordinary fail to not get net positive PSR in the long run. Even those 0.8 types are slowly moving up, and they only had to hit T3 to end up in T1 matches, ready to ruin someone's team.
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QP has a skill based matchmaker. There is just 5 tiers of bads, but they do in fact get progressively worse.
The skill portion was effectively destroyed a few months into the current system, as increasingly large numbers of skill-illiterate players were passed anyway into T3+ and the MM pushed more and more of them into the same games as players who at least were considered decent under the old one.
Honestly, even having higher match scores be required for T3/2/1 vs T5-4 would probably have made some separation occur.