BWS2K, on 03 June 2018 - 08:07 AM, said:
Is this graphic accurate then, with the understanding that dealing more damage offsets needing to score in other ways (the last sentence)? Overall, PSR is weighted to help players rise in rank...
if they are scoring more than 400pts consistently (and the values in change are equal to their worded counterparts). Or is there something else going on that I'm missing?
400+MS (points) is the extreme on rushing through tiers and max out Tier 1. Damage divided by half is applied to the MS (I believe this is still valid). A player playing most drops in Group queue while being carried and winning most of the time can have a much lower, overall MS while being a team player. But get that same player in Solo queue on a tier 1 drop with people who are not playing as a team, with no communication, running non-optimized builds, etc, would likely be completely out of his element.
Take myself as an example. After 23 seasons, I have an average MS 240, average 1.12 W/L with almost all matches in Solo queue except for maybe 10 in Group (most drops as a group/unit have been in FP). And I hit Tier 1 in Nov 2016 (Season 5) and was max out 5 seasons/months later. I play well in a group setting, ie a soldier, but I am not even close to being in the same caliber range as some others. If the PSR movement was not as bias as it is now, I would likely be in Tier 2. When PSR was introduced I was seeding as a high Tier 3 from Elo stats when PSR went live Aug 2015. So 14 months to move from approx Tier 3.7 to Tier 1 then another 5 months to max out T1.
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Because it feels like the explanation that there are some folks who can't escape T5, or who are plateauing earlier than T1, is that they can neither get more wins than losses or consistently score 400+ in MS and both of those get more difficult as one rises through the tiers. Presumably the T1's who don't feel like they belong up there are being carried through wins and not consistently scoring 400+ anymore?
As an aside, I get the sense that Team Damage is weighted pretty severely. It's hard to have a match where you don't get at least a point of it simply because you were walking when someone ran up and walked into you from behind or right from spawn. Intentional Team Damage should be punished but a couple points is basically par for the course. That's just a feeling I have though. I try to help folks understand this system as much as possible, even if it is pretty broken, because I'm a guy who likes internal consistency and accuracy. Probably ought to mosey on over to another game, lol.
For those who cannot escape T5-T4 (and some who equip/play most games to stay in said tiers) it is due to generating sub-175 MS for a variety of reasons - potato system, health reasons, a combination of those two, or they have made personal choices in mech construction (example lore type folks - stock mechs) and the choices they make or do not make on the field.
Take someone who has played primarily assaults for the last 2 years while remembering that 50% of damage is applied to MS. If a player only does 150 damage in an assault that converts to 75 MS.
As for what other games do? Do most other games allow mixing of faction/tech for their standard gameplay? One can read other game boards and there are always complaints about the MM and what information it uses to determine group makeup, and still have stomps. MWO simply does not have the player base to smooth things out + way too many different queues for said playerbase.
Edited by Tarl Cabot, 03 June 2018 - 10:51 AM.