PhoenixFire55, on 17 January 2020 - 02:49 AM, said:
There is no mech in the game that isn't fast enough to keep up with QP dynamics. Unless you put 180 engine in your 100t mechs.
It may not be the
speed as much as
the choice of pathing .
I've seen players spending excessive time to find "safe" routes, oblivious to the fact that this took them out of the fight for way too long.
Sometimes you have to accept that a riskier route may result in taking some damage (including leg damage if it involves dropping off a cliff) but is
necessary to put you in a position where your mech will be
contributing towards the match outcome faster. It's all a math game in the end, and timing is part of the equation.
w4ldO, on 17 January 2020 - 03:55 AM, said:
Jarl does not display skill.
Objection, your honor. Performance is a product of a player's knowledge and skill. That argument is, therefore, invalid.
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it displays what numbers you can manage to archive using your personal skillset
No except yes? Um, okay.
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(stats are cheeseable afterall)
It's quite difficult to cheese WLR.
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top players perform well in any match?
Yes. That doesn't mean they
win every match, mind you, but even on a loss they're typically one of (and usually, THE) top performers on their team. They usually don't die like a **** two minutes into the game either.
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what about when they face other top players?
In a typical QP game the worst players tend to die earliest. You can expect both top players to be skilled and cautious enough to be among the last 3-4 mechs on their respective teams.
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one team has to lose for the other be able to win, remember that in a world where we had a proper matchmaker with even teams, top player would only face other top players. the expected result of that would be top players having a .50 W/L
slap with a Piranha
You're confusing win/loss
ratio (which is what Jarl's displays) with a percentile win/loss
rate . They are two different things.
Edited by Horseman, 17 January 2020 - 05:38 AM.