

This Game Has Become Unplayable, Especially For The Assault Class
#121
Posted 28 December 2019 - 05:11 PM
Sync dropping almost always works out to actively harming your stats. Stop being a loon.
#123
Posted 28 December 2019 - 05:24 PM
#124
Posted 28 December 2019 - 05:39 PM
Prototelis, on 28 December 2019 - 05:24 PM, said:
Here we go again, all scenario outcomes:
Synch-dropper:
Successful Synch (Teams stacked): +1 (team has advantage)
Successful Synch (Teams unstacked): -0 (no advantage)
Unsynched: -0 (no advantage)
PUG:
Successful Synch (On stacked team): +1 (team has advantage)
Successful Synch (Vs. stacked team): -1 (team has disadvantage)
Successful Synch (Teams unstacked): -0 (no advantage)
Unsynched: -0 (no advantage)
Notice a lack of -1 for Synch-dropper. The long and short is they gain an unfair advantage over the PUG. Now, you'll probably come back with the probability of it happening but as we've been over before, even if the chance of getting a synch is 1/10 and the chance of stacking in that game is 1/10 you still have a 1/100 unfair advantage over the pug.
#125
Posted 28 December 2019 - 05:41 PM
#126
Posted 28 December 2019 - 05:59 PM
Prototelis, on 28 December 2019 - 05:41 PM, said:
I believe what Prototelis is trying to get at is that if you do get stacked with your mates during a sync drop (and you're not one of those potato groups I've been running into in QP lately) sync'ing will almost certainly improve your WLR over a big enough span of matches. But your other stats such as damage, avg match score, kills, etc. may go down. Why? Because when you have a heavily unbalanced match, the better team will focus down targets very quickly and efficiently. Damage will be spread evenly among multiple players, and total damage scores will be lower because of the efficiency in killing.
I've never sync'd in QP, but when I used to drop in Group Queue with above average units, I'd pull my weight, but almost never see the kind of match scores and damage numbers I average in Solo drops. I _believe_ the same dynamic would apply on a successful sync.
I'm not saying I support sync dropping in QP, I despise it. It's bad for the game because getting focused down by a team that is coordinating (calls, mechs, strategy) in a way that is not normally seen (or even possible) in QP is discouraging for the average PUG. Even if they're on the winning side the average pugger is likely to feel like a extraneous asset if 3-4 good players are sync'd on his team.
#127
Posted 28 December 2019 - 06:03 PM
Theres also a lot of users on this forum that try to sync with some of the better streamers and still have a negative WLR.
So no, it doesn't help you.
Edited by Prototelis, 29 December 2019 - 01:37 PM.
#128
Posted 28 December 2019 - 06:15 PM
Anomalocaris, on 28 December 2019 - 05:59 PM, said:
I believe what Prototelis is trying to get at is that if you do get stacked with your mates during a sync drop (and you're not one of those potato groups I've been running into in QP lately) sync'ing will almost certainly improve your WLR over a big enough span of matches. But your other stats such as damage, avg match score, kills, etc. may go down. Why? Because when you have a heavily unbalanced match, the better team will focus down targets very quickly and efficiently. Damage will be spread evenly among multiple players, and total damage scores will be lower because of the efficiency in killing.
I've never sync'd in QP, but when I used to drop in Group Queue with above average units, I'd pull my weight, but almost never see the kind of match scores and damage numbers I average in Solo drops. I _believe_ the same dynamic would apply on a successful sync.
I'm not saying I support sync dropping in QP, I despise it. It's bad for the game because getting focused down by a team that is coordinating (calls, mechs, strategy) in a way that is not normally seen (or even possible) in QP is discouraging for the average PUG. Even if they're on the winning side the average pugger is likely to feel like a extraneous asset if 3-4 good players are sync'd on his team.
You make a very good point, whilst your W/L will most certainly go up you may see a decline in your individual stats. Of course the argument could be made that the team advantage granted by stacking would allow one the opportunity to score greater individual stats than they would normally get because they are winning more matches on average. I imagine there's a tipping point between "team has advantage" and "stomping the opposition" where we see an increase in individual stats transfer to a decline.
#129
Posted 29 December 2019 - 04:04 AM
#130
Posted 29 December 2019 - 04:44 AM
PhoenixFire55, on 29 December 2019 - 04:04 AM, said:
Sync droppers should choose different tonnage mechs to increase the chance of dropping on the same side.
If they go with matching mechs the MM will try to balance the teams tonnage by placing them in opposing teams.
#131
Posted 29 December 2019 - 08:27 AM
ShiverMeRivets, on 29 December 2019 - 04:44 AM, said:
If they go with matching mechs the MM will try to balance the teams tonnage by placing them in opposing teams.
Right, which is why when I sync drop a streamer, I prefer to go same tonnage so I have an increased chance to kill that streamer.
#132
Posted 29 December 2019 - 10:30 AM
PhoenixFire55, on 29 December 2019 - 04:04 AM, said:
Are you trying to say that playing against a person "of similar skill" puts you at a disadvantage because you can't farm them like you could a terribad potatoe?
That doesn't sound like a disadvantage, that sounds like... balance.
#133
Posted 29 December 2019 - 10:45 AM
VonBruinwald, on 29 December 2019 - 10:30 AM, said:
Are you trying to say that playing against a person "of similar skill" puts you at a disadvantage because you can't farm them like you could a terribad potatoe?
That doesn't sound like a disadvantage, that sounds like... balance.
Farming terribad potatoes in group queue (which ignores tier rating) is how he got his stats. Now that group queue is basically devoid of life... no more potato farming.
#134
Posted 29 December 2019 - 10:51 AM
VonBruinwald, on 29 December 2019 - 10:30 AM, said:
That doesn't sound like a disadvantage, that sounds like... balance.
You can pretend to be stupid all you want, you know exactly what was meant.
#135
Posted 29 December 2019 - 10:57 AM
Dee Eight, on 29 December 2019 - 10:45 AM, said:
Everybody who actually plays QP knows I'm playing solo all the time and was playing solo 99% of my career matches. But in order to know that you need to ... yeah ... play the game. The saddest thing for you dear baddie, is that if you actually check the said stats you will notice, that both W/L and average score actually increased ever since group queue died. And I guess my group also carries me in 1v1 Solaris matches for 6 seasons now.
But hey, don't let me rain on yours and Bruinwald's clueless forever alone no friends parade. Teamwork OP, PGI nerf nao.
#137
Posted 29 December 2019 - 01:31 PM
Dee Eight, on 29 December 2019 - 10:45 AM, said:
Hmm, I seem to have far better stats playing solo queue the last few months than playing group queue in previous years. Solo queue I can easily 400+ match score every single game, unlike group queue where I have to compete with the likes of my fellow EmP to kill. Group queue also had far harder opposition compared to YOLO nascar queue.

Compared to my lifetime stats in Jarls:

Edited by Vxheous, 29 December 2019 - 01:33 PM.
#138
Posted 29 December 2019 - 01:38 PM
#140
Posted 29 December 2019 - 04:49 PM
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