Match Making
#1
Posted 22 October 2018 - 12:54 PM
#2
Posted 22 October 2018 - 01:29 PM
If you got Polar everyone would just swap to super long range mechs and the map would become more of a snoozefest than it already is.
No thanks.
I often get stuck in a brawler on Polar. Still manage 800dmg+ regularly. All about positioning, map awareness and timing.
#3
Posted 22 October 2018 - 01:43 PM
#4
Posted 22 October 2018 - 04:30 PM
It's bad enough that there is map selection, but to choose mechs after the map selection is just gaming the game.
Before we could choose maps, we were forced into building mechs that could work in any heat level. Map selection gave us a small option.
To choose mechs after map selection?
Why even bother to be a real mechwarrior and accept a challenge? If winning is all you seek, you're missing the mark with this game.
#5
Posted 22 October 2018 - 08:02 PM
That being said, since I think it would be nice, it will never happen. Nor will it fix the real issue with the matchmaker.
#6
Posted 22 October 2018 - 08:27 PM
justcallme A S H, on 22 October 2018 - 01:29 PM, said:
If you got Polar everyone would just swap to super long range mechs and the map would become more of a snoozefest than it already is.
No thanks.
I often get stuck in a brawler on Polar. Still manage 800dmg+ regularly. All about positioning, map awareness and timing.
that's you ash, not all people shoot like you. Polar is a cancer of a map designed to let low skill player pad their stats.
#7
Posted 22 October 2018 - 08:58 PM
Polar has very little hard cover but lots of winding trenches that spread all throughout the map. Those are good for surprise buttsecks if you're a brawler.
#8
Posted 22 October 2018 - 09:21 PM
#9
Posted 23 October 2018 - 04:30 AM
MrXanthios, on 22 October 2018 - 08:27 PM, said:
that's you ash, not all people shoot like you. Polar is a cancer of a map designed to let low skill player pad their stats.
Shooting has little to do with it when your max range is 290m.
It's all about positioning and timing at that point. There is actually a lot of terrain to use and approach from, just requires a little effort.
I see very regularly people with brawl builds sticking their faces up when they are 700m from enemy eating damage for absolutely no reason. This is just poor play and nothing to do with the map.
I'd say, in more games than not, an average player should still managed to meet this Average Match Score on Polar if employing basic minimap/team awareness. Dont expect high scores, I'm know I'm well beyond the average, but at least
#10
Posted 23 October 2018 - 04:40 AM
justcallme A S H, on 23 October 2018 - 04:30 AM, said:
Polar is actually one of my most repeatable high score maps - usually in a mpl wolfhound
This last month i've done a lot of varying things (and alot of dumb things) to find where to best make use of short range, low armor, thus only improving myself.
Many others would stand to learn from doing the same, but alas it's easier to moan.
Edited by McGoat, 23 October 2018 - 04:40 AM.
#11
Posted 23 October 2018 - 04:56 AM
I disagree with them. If I were in charge, map selection wouldn't be voted on....it'd be random draw. That makes the playing field itself a little more stable than it is now. I get so tired of the HPG-brawl-Solaris-brawl-Crimsom-brawl-POLAR-complain all game long.
The second change might actually fix MM............I'd create a "Combat Effectiveness" (CE) algorithm. This concept is being worked on as I type at at least one major University that teaches game design..... CE takes what you do in each and every mech and calculates how effective you are in those mechs on each map.... No W/L, no differentiation between modes and creates an actual number each and every game you play influences... Then, it tied to an ELO based MM that uses CE....
This way, whom you are playing against is actually within your "class" of players. Tiers don't work because it and they depend on everyone else's efforts...... What you do is influenced. This way, if the game picks an open map, the CE for the mech you have selected and your CE for the use of that Mech only place you against others of the CE range.... Then, the MM picks teams based on type distribution: 3 lights, 3 mediums, 3 heavies and 3 assaults which is normalized for that map ! Each maps is unique based on the missions as well as the maps.... Nothing is generic.
You could end up playing with or against a well known name........because that well known pilot sucks in that mech or a potato noob could be playing against a well known pilot because that potato is a jedi master in that mech and that mech alone..... All mech's CE is based on the skill nodes and quirks that mech carries.... Remember, you choose them and those nodes influence that mech's ability....... Ever worry that an un-skilled new mech you just purchased won't be competitive? CE removes that fear because the CE for the mech reflects the actual CE of that mech......and, compensates for the new mech smell.....
I don't see why we couldn't "select" a mech prior to drop, Because, CE wouldn't let you "exploit" the map selected !
#12
Posted 23 October 2018 - 05:00 AM
Avengar, on 22 October 2018 - 12:54 PM, said:
This is big part of a reason, why I've quit this game. I personally prefer brawler and mixed builds. And had got sick of constantly being completely useless, cuz game design caters to long range and open maps only make things much worse. It's simple. If you end up on Polar, then majority of players voted for, cuz they're... Guess what? LRM boats! And it means you're double screwed. Not only you're in completely ineffective build. Majority of other players has effective builds. And all good brawling maps are simply removed from game due to "this map doesn't support escort", lol.
#13
Posted 23 October 2018 - 05:05 AM
MrMadguy, on 23 October 2018 - 05:00 AM, said:
Ummm - you're pretty much flat out wrong there.
PGI map design almost encourages brawls on almost every map by clear funneling to central locations.
Outside of Polar, even Alpine has well defined engagement areas that 90% of the player base rushes. I can count on one hand how many solo q games i've had that were ever played beyond 500 meters, and can probably safely say the same for beyond 400 meters.
Edited by McGoat, 23 October 2018 - 05:05 AM.
#14
Posted 23 October 2018 - 05:53 AM
MrMadguy, on 23 October 2018 - 05:00 AM, said:
than use a other Playstyle as Brawling ? the game not designed for one Playstyle...work with the Maps and build Mechs thats can stand good in each Area and not special White Elephants thats useless in 50%...its BATTLETECh and mECHWARRIOR ...not beatemUp or Brawlwarrior ...for thats its give enough other real FPS ...ARMA is not a Game for knifes , and its sad thats MWO more to FPS as Tactical shooter.
Battletech was never a Game for Balancewith all this Weapons and so never a Game for a real FPS like UT or CoD or CS, more a Battlefield without infantry only .
Not symetrical Maps and Esport Balance , each mech has other sizes ,Hitboxes ,Weaponconfigs ,Geometrys and Behaviour ,Timelines ,Clans & IS ,Techlevels...thats against a simple FPS
or will, you fly in War thunder with a MG only WKII fighter against a F22 ?and whining ...all unbalanced
Edited by Old MW4 Ranger, 23 October 2018 - 06:02 AM.
#15
Posted 23 October 2018 - 08:41 AM
Forcing people to play on maps they are not prepared for does not make sense from a gameplay perspective. You are always going to have some frustrated players, which is counterproductive for a game that is supposed to be fun to play. The less annoyance factors there are, the more likely players are to stick around.
Not knowing which map you end up on also makes no sense for lore / roleplay reasons... "Hey, I have a mission for you, but I am not going to tell you where it is, what weapons would make sense and who will be fighting alongside you" said no Mech Commander ever. No sane person would ever hire on for a mission like that. Maybe faction loyalists, but no Mercenary. Ever. The minimum information people get is what climate to fight in.
If I could switch Mechs when polar comes up, chances are I would play a Kitfox or Nova and try to troll the lurmers.
#16
Posted 23 October 2018 - 08:58 AM
While if you could pick your mech to suit the map, you'd be more free to take brawlers or extreme range mechs depending on the map you're playing. You could pick jumping mechs if you're playing a map with more vertical space. There'd be an element of strategy in QP instead of just random chance. It's why I like FP more.
#17
Posted 23 October 2018 - 09:28 AM
#18
Posted 23 October 2018 - 09:32 AM
DeskJockey, on 23 October 2018 - 09:28 AM, said:
Just like it is in Faction Play. And just like in Faction Play, I'm willing to bet most PUG players will still bring close range garbage mechs.
#19
Posted 23 October 2018 - 09:39 AM
justcallme A S H, on 23 October 2018 - 04:30 AM, said:
It's all about positioning and timing at that point. There is actually a lot of terrain to use and approach from, just requires a little effort.
Effort of thought I'd say. It is not like everyone knows exactly where either side will go and what they will bring...
Exploit that knowledge to your sides advantage and crush your enemy, it is very easy to do.
The hard part for most is the effort of thought and to put one and one together to force the outcome you want.
#20
Posted 23 October 2018 - 09:42 AM
I used to think that such changes would make the game better, but over time I learned that if you don't want to take a bracket build that is so-so on all maps, you can still be very successful if you just focus and be patient - particularly if you're a brawler/short range mech.
Almost every fight devolves eventually into up close battling. Whether its some lights rushing your long range mechs, or simply the inevitable march towards in your face combat that occurs with most players in most matches. I find that dropping on a map with a less than optimal build for that map (metavomit on Terra Therma, SRM brawler on Polar) tends to focus me more on playing to my strengths and waiting for my moment - to the extent that I have some of my best games on those maps (1200 dmg on Terra Therma in a metabringer for example).
Heck, my best KDR and WLR of any mech in my stable belongs to a MPL PHX-2C, and the KDRs on my MPL WLF-GR and a MG PIR are excellent as well. Not mechs that would appear to be suited for wide open, long range maps, but minimal armor and a close engagement range tend to get you focused fast.
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