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Lousy Teams And Constant Losses


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#81 Snowhawk

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Posted 09 June 2018 - 01:27 AM

View PostLuminis, on 09 June 2018 - 12:44 AM, said:

I know people don't like talk about player stats on here, but after looking those up following a stomp, I've come to the conclusion that, nine out of ten times, those stomps are coinciding with lopsided average match score distribution. I feel like, if I had a tool to quickly scrape the Jarl's List for the average or adjusted score and add them up for both teams, I'd be able to predict the outcome of most matches with quite some confidence.

If I can do this manually, why on earth can't the matchmaker shuffle players around a little and at least balance both teams against each other?


…...


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#82 JadeLight

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Posted 09 June 2018 - 01:39 AM

PGI can't fix stupid. when your team charges into the enemy one by one, there is nothing PGI can do.

#83 JadeLight

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Posted 09 June 2018 - 01:45 AM

Another issue is that half of one team seems to be running unskilled mechs or events while the other team isnt.

#84 Luminis

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Posted 09 June 2018 - 03:01 AM

View PostJadeLight, on 09 June 2018 - 01:39 AM, said:

PGI can't fix stupid. when your team charges into the enemy one by one, there is nothing PGI can do.

But they can assign the stupidity to both teams equally.

#85 Anastasius Foht

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Posted 09 June 2018 - 03:08 AM

Currently SoloQ is **** show because of event, too many headless chicken stock locusts in games who's only goal is not win but deal dmg etc.

#86 Cloves

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Posted 09 June 2018 - 05:35 AM

View PostAnastasius Foht, on 09 June 2018 - 03:08 AM, said:

Currently SoloQ is **** show because of event, too many headless chicken stock locusts in games who's only goal is not win but deal dmg etc.


That’s why folks that are very competitive by nature hate events in general. They increase the player pool with mostly lower end players (folks who don’t play every day) and alter thier priorities. This event is particularly extreme as we a all poor due to a million sales and many folks don’t have these older sub-meta mechs mastered and if they do it may have been over a year since they played them. Either harvest the potatos, engage in the server-wide trollfest, or take a break...

#87 Anastasius Foht

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Posted 09 June 2018 - 07:04 AM

View PostCloves, on 09 June 2018 - 05:35 AM, said:

That’s why folks that are very competitive by nature hate events in general. They increase the player pool with mostly lower end players (folks who don’t play every day) and alter thier priorities. This event is particularly extreme as we a all poor due to a million sales and many folks don’t have these older sub-meta mechs mastered and if they do it may have been over a year since they played them. Either harvest the potatos, engage in the server-wide trollfest, or take a break...

Since my goal is get most wins possible/improve ratios, i decide to avoid (didn't play) at least first challenge, raw calculation shows that every potato should play around 40 games to accomplish it and its 3 days in potato timer + potatoes as u mentioned that show themselfs only for events (low skill scrubs in general)+ weekend, i cant stand all this stock quickdraws/awesome/whatever its unplayable atm (group Q and such almost non touched by this but since im only soloing that is not option for me). I enjoyed May events, they was balanced and not affect my play expirience too much (lrm+ams affect a little only).

Edited by Anastasius Foht, 09 June 2018 - 07:07 AM.


#88 Tarl Cabot

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Posted 09 June 2018 - 07:23 AM

View PostLuminis, on 09 June 2018 - 12:44 AM, said:

I know people don't like talk about player stats on here, but after looking those up following a stomp, I've come to the conclusion that, nine out of ten times, those stomps are coinciding with lopsided average match score distribution. I feel like, if I had a tool to quickly scrape the Jarl's List for the average or adjusted score and add them up for both teams, I'd be able to predict the outcome of most matches with quite some confidence.

If I can do this manually, why on earth can't the matchmaker shuffle players around a little and at least balance both teams against each other?


That's why it's labelled "MechWarrior", not "BattleTech".

But looking at a player's stats means almost nothing because the MM is not looking at those stats. It looking at tier and weight class, not how a player got to that tier with the current PSR setup. From my previous post, two Tier 2 players and a Tier 1 player, all sitting at 59%-74% percentile, players who could be on your team or your opponent's team without opening up the gates. That is how vast the PSR's "skill setup" differences are simply in tiers. There are no sub-tiers in Tiers, it is as several have noted, the more games person plays, as long as their average MS is above the necessary PSR static thresholds that person will eventually reach Tier 2 then Tier 1.

Quote

Tier 2 player, 23 seasons, 2700+ games, rank 25958, 59% percentile, 0.87 W/L with 203 MS.
Tier 1 player, 23 seasons, 4k+ games, rank 16397, 74% percentile, 0.98 W/L with 223 MS
Tier 2 player, 23 seasons, 1800+ games, rank 25554, 60% percentile, 0.98% W/L with 201 MS



Again, looking at a person's stats does not even come close to determining what Tier that person is in, and all the MM cares about is Tier itself, which is determined by the PSR movement, with no other stats being taken into consideration (except weight class to match up on each side) at the time of the selection.

View PostLuminis, on 09 June 2018 - 03:01 AM, said:

But they can assign the stupidity to both teams equally.

See paragraph above. Not disagreeing with you but PSR need to be changed itself with how people move within the Tier levels itself while the MM could use more values. Short of that then a PSR reseeding in a similar manner used when PGI moved from Elo to PSR.

Edited by Tarl Cabot, 09 June 2018 - 07:27 AM.


#89 Too Much Love

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Posted 09 June 2018 - 07:27 AM

https://mwomercs.com...96#entry5701696

#90 Tarl Cabot

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Posted 09 June 2018 - 07:35 AM

View Postdrunkblackstar, on 09 June 2018 - 07:27 AM, said:


MM uses only player's Tier level/weight class for selection, nor as PGI posted that any other stats for selection are being utilized. The question though is how does the MM fill up each team? Does it fill up one side completely then fill up the other side or alternating in some manner. Elo used alternating selection after picking the seeded person.

Edited by Tarl Cabot, 09 June 2018 - 07:37 AM.


#91 Bulletsponge0

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Posted 09 June 2018 - 08:20 AM

one of the problems is, even though this is a team game, and EVERYONE playing it knows its a team based game, in QP, people will actively avoid doing anything that will benefit the team

#92 Anastasius Foht

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Posted 09 June 2018 - 09:38 AM

Get bored and decide to play a bit, welp
Posted ImagePosted Image

#93 Besh

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Posted 09 June 2018 - 09:43 AM

View PostAnastasius Foht, on 09 June 2018 - 09:38 AM, said:

Get bored and decide to play a bit, welp
Posted ImagePosted Image


Goes to show how dmg aint everything . Your Team outdamaged the winning Team by about 950 pts. , but they got 4 more kills .

I guess they just were better at aiming XD .

Edited by Besh, 09 June 2018 - 09:44 AM.


#94 Anastasius Foht

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Posted 09 June 2018 - 09:49 AM

View PostBesh, on 09 June 2018 - 09:43 AM, said:


Goes to show how dmg aint everything . Your Team outdamaged the winning Team by about 950 pts. , but they got 4 more kills .

I guess they just were better at aiming XD .

i get tier up from this game,so i cant care less about poor trash in my team, but dmg is irrelevant when noone press R to see WEAK FKN RED points at enemy mechs also HUNCHBACK 29 dmg for real? Its like 30% of his alpha

#95 Besh

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Posted 09 June 2018 - 09:52 AM

View PostAnastasius Foht, on 09 June 2018 - 09:49 AM, said:

i get tier up from this game,so i cant care less about poor trash in my team, but dmg is irrelevant when noone press R to see WEAK FKN RED points at enemy mechs also HUNCHBACK 29 dmg for real? Its like 30% of his alpha


That kind of dmg. can happen without much Chance for the Player to do anything about it. For instance if you are the unlucky SoB checking the Flank...and being successfull in finding the entire enemy enemy actually flanking. Amongst other things .

Edited by Besh, 09 June 2018 - 09:53 AM.


#96 Anastasius Foht

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Posted 09 June 2018 - 09:57 AM

View PostBesh, on 09 June 2018 - 09:52 AM, said:


That kind of dmg. can happen without much Chance for the Player to do anything about it. For instance if you are the unlucky SoB checking the Flank...and being successfull in finding the entire enemy enemy actually flanking. Amongst other things .

But this still about player skill overall (movement/map awareness) - do not put himself in trash situations where you against 3-4 mechs solo and end up with pathetic score

Edited by Anastasius Foht, 09 June 2018 - 09:57 AM.


#97 Besh

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Posted 09 June 2018 - 10:04 AM

View PostAnastasius Foht, on 09 June 2018 - 09:57 AM, said:

But this still about player skill overall (movement/map awareness) - do not put himself in trash situations where you against 3-4 mechs solo and end up with pathetic score


Not necessarily . Your intention as well as skill can be good, and you think you are doing what benefits your Team....and just become unlucky . Ofc that never happens to you if you do not take risks, and are generally one of those Players who rather lets others get hit first to then come in and do the dmg . Generally, SOMEONE needs to see the enemy so your Team knows where they are....if you constantly opt to not be that guy, you may be able to avoid dying early with pathetic score...but be aware others in your team may have to pay the price you avoid to pay .

#98 Tarl Cabot

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Posted 09 June 2018 - 11:56 AM

View PostAnastasius Foht, on 09 June 2018 - 09:49 AM, said:

i get tier up from this game,so i cant care less about poor trash in my team, but dmg is irrelevant when noone press R to see WEAK FKN RED points at enemy mechs also HUNCHBACK 29 dmg for real? Its like 30% of his alpha

Grats!! What tier did you just move up into? Going on 4 seasons (4 months) and 1300+ games.. breathe!!! Posted Image And on that game, that is a lot of damage output, meaning the damage was not pin point enough to not to more critical locations.

The Tier 1-2 screenshots posted earlier in this thread (12-2) 4273 dmg vs 2302 dmg or (12-8) 4336 dmg vs 4508 dmg compared to your match (12-8) 4439 dmg vs 5388 dmg. Lots of LRMS? It is not doing damage but where that damage it being placed.

The one thing I think many of us would like to see is the health percentage of the surviving mechs at the end of the match. To help envision how close the match really was or how bad a stomp it really was. And show the players tiers for those who have opt to show them, as they do in the forums.

Edited by Tarl Cabot, 09 June 2018 - 11:57 AM.


#99 Dogstar

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Posted 09 June 2018 - 12:10 PM

View PostLuminis, on 09 June 2018 - 12:44 AM, said:

I know people don't like talk about player stats on here, but after looking those up following a stomp, I've come to the conclusion that, nine out of ten times, those stomps are coinciding with lopsided average match score distribution. I feel like, if I had a tool to quickly scrape the Jarl's List for the average or adjusted score and add them up for both teams, I'd be able to predict the outcome of most matches with quite some confidence.

If I can do this manually, why on earth can't the matchmaker shuffle players around a little and at least balance both teams against each other?


That's why it's labelled "MechWarrior", not "BattleTech".


Well they do have such a tool on World of Tanks and it causes a number of problems there, enoguh that I'm glad we can't do it here.

Secondly, I''m not sure that it's nine out of ten stomps, 6 out of 10 maybe, but effectively we're just quibbling over something neither of us can prove.

#100 Alexander of Macedon

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Posted 09 June 2018 - 12:36 PM

View PostJadeLight, on 09 June 2018 - 01:39 AM, said:

PGI can't fix stupid. when your team charges into the enemy one by one, there is nothing PGI can do.

Yes they can. The usual route is to have a half-decent matchmaker so that there's a roughly equal distribution of bad between the two teams.





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