Dragonporn, on 07 April 2019 - 03:20 PM, said:
A while back folks were convincing me, that if your personal performance is good, your average match score and W/L would be higher. Considering how it works in reality, as you can easily hit like 10+ match streak where you barely do anything and just get wins after wins, while you can also hit over 10+ losestreaks where you consecutively score over 500 each match and 3-5 kills. I argued that your personal performance isn't as important as sheer luck factor of hundreds, if not thousands, different factors you can not have any control over in QP. Prolly I was wrong after all, eh.
It is true. I pug a lot (when I'm actively playing) and I've been able consistently maintain both a high match score and a decent WLR ( > 1.5) playing pure solo. While you might have a long losing streak, on average you absolutely can do better. However, to have a significantly higher average you have to play significantly better than the average. If you aren't seeing it it means you aren't contributing enough to make a big difference. You're argument is directly opposed to statistics. Just because you can't see it doesn't mean it isn't happening and the data bears that out.
Arnold The Governator, on 07 April 2019 - 04:07 PM, said:
My friend and I are having the same problem lately. No matter if we solo que or group up, 90% of our games end up in a loss. The main problem is no one is willing to work as a team and communicate properly. I can't really blame the mechs that we are in (although not all of our mechs are maxed out in the skill tree but I highly doubt that is the reason) since him and I know our defined roles. He wants to uninstall the game and I really can't blame him for him.
Not having max skilled mechs can have a decent impact, but the bigger issue isn't so much about communication. Skill is more important. A skilled team with no communication can easily stomp a weaker team that is communicating. Communication is good, but it only really matters if the skill level is close. If neither team is communicating it's not the communication (or lack thereof) that is causing the losses.
justcallme A S H, on 07 April 2019 - 05:38 PM, said:
Now I know you're gonna find a screenshot with a PIR thats had say 4 kills and 450dmg and be lower match score than a SNV-A with 550dmg... But that's the thing - if the match score IS lower then the PIR was not getting the KMDD/Solo/Blows, it was simply jumping in for killshots at the last second without doing a hell of a lot.
While I agree with most of what you said (damage =/= matchscore) KMDD and solo kills don't always reward as they should. Take the case of an assault who gets sandblased on the front armor by LRMs and the later gets backstabbed by a light who kills it from behind. The LRMs contributed nothing to the kill, but will still get the KMDD because they did a lot of damage where the light did efficient damage. I run into this a fair amount when I am picking off crit components and targets, but not getting KMDD because someone else sprayed it with damage (e.g. 1 streak salvo = 2 pinpoint alphas). Sure, you'll get some of that back with component destruction, but spray damage often farms the KMDD.
InspectorG, on 07 April 2019 - 07:19 PM, said:
That or get really good at vulturing with a light mech at end of match.
I do pretty well in solo running lights. I attribute it to a couple of things. 1) Controlling the battlefield, 2) Killing crit targets quickly 3) being able to burn down damaged mechs at the end of a match (AKA, vulturing). Vulturing is an important skill to swing those close matches, but the first two are important to getting to the last step more frequently.
Tiewolf, on 07 April 2019 - 10:49 PM, said:
First I thought it would be just a silly gut feeling but my W/L ratio is telling me, that my guts do not lie. And over 400+ games in one season the probability that it is just bad luck with the MM is unlikely. Normaly when i drop below 1 i am testing something or try to skill up the most crappy mechs there are in MWO. But thats not the case atm.
My Question is if something did change (MM, playerpopulation, anything in the envoironment) that could explain the results or did I win the lottery of bad luck?
At 400 matches the odds of it being bad luck are extremely small, it definitely sounds like a gameplay issue. More information would help though, what kinds of builds/weapons are you mainly running?
Something like a streak boat could get a decent KDR by killing light mechs and get good damage numbers while being pretty ineffective at doing significant effective damage to heavier mechs. Without seeing you play it's hard to say exactly what going wrong. I lot of people will say communication, but you can effective even without using a mic. Here are a few tips based on my experience pulling a high WLR in solo pugs.
1) Use your positioning and firepower to control the flow of battle.
2) Prioritize targets and kill efficiently
3) Get good at mopping up the end of a match
1)
Understand how your team and the enemy team react to actions you take. For example, as a light I will often see the team start to follow me at the start of a match. This can be good or bad. I can tell the team not to follow me (communication) or just try to lead them to a good location.
Shooting at enemies also controls their movement. For example, if you are watching a corner, a mech pokes, and you shoot it then it will usually go back behind cover. If you do this a couple of time that will will either die (good) or will rotate to a different position to try and get better angles, you've forced them to move in a direction that you want. Using your firepower carefully can corral enemies into moving to a location that is better for your team. Being a force multiplier is also important. Being outnumbered is bad, engaging in even numbers can lead to slugfests, but having multiple mechs shoot the same target will force them to either retreat or die, increasing your chances of numerical superiority.
Assaults that look like they are alone will tend to draw light mechs. Light mechs will draw streak mechs and turn assaults. Shooting mechs in the back will cause them to turn. Hitting mechs from the side will distract them and split their attention. Your team is more likely to shoot a target that is locked. This type of knowledge can help you manipulate the battle without having to communicate at all.
2)
Target priority is incredibly important. Killing mechs quickly is what wins games, not picking up kills at the end once a match is decided. Obviously, being good at spotting and picking off crit targets is important, if you can keep a mental damage checklist of the enemy team it helps a lot (cycle targets frequently, look for smoke). Focusing down dangerous targets is important because they can quickly turn a match. Distracting a target can be almost as good as killing it if you can keep it from being effective in the fight for long enough.
3)
Plan for the end game all match. Know what is dangerous to you and work from the start to kill it. As a light I prioritize getting damage in on streak boats early and try to bait them into my team. Once they are dead I have a lot more freedom and I don't have to worry about them if the match gets close. Lights I tend to mostly ignore early on (unless I have easy shots), once the game starts getting closer to the end (e.g. both teams have only a few mechs left) I will often prioritize light mechs above heavier targets because they will be the ones that are able to chase me down. If I can leg/kill them I can usually wear down their heavier teammates.
As an assault I would probably also try to kill lights in that situation because they would have an advantage in a 1v1. As a medium, heavies/assaults would probably be a bigger threat. Kill the biggest threats while you still have teammates to help.
Being able to quickly switch targets for a shot or two is also important. Keep targeting the assault, but if a light runs into your fire line and you can get a free shot take it. It will hurt the light a lot more than it will hurt the assault. If you can't get a solid shot on the light you're better off shooting the assault. By willing to jump targets in an instant when the opportunity presents itself.
These are the things that I find to be most helpful at edging my team towards victory in solo. It won't be able to win every match, but you'd be surprised at how big a difference it can have in the long run.