Socal Bronco, on 10 June 2020 - 04:25 AM, said:
The thing I haven’t seen from PGI is how do PSR points get analyzed to put us in tiers? Is it everyone with over points is T1? What is it?
PGI has not shown how many points a Tier consumes, but they have shown the number of points each Tier level provides. See below, the Now/OLD is the current PSR thresholds. I have also posted the info Paul gave in the original thread. That is the number of points players move down or move up. The original change PGI was going to used this past Tuesday would have had the losing side using winning side numbers flipped ie -5 with MS of 100 or less for a zero-sum, static shell.
Also notice PGI had put a lower emphasis on losing, thus the upward movement of players who are below the bell curve, simply by playing a ton more games than a majority of the population while hitting the bare minimum for upward movement, such as players currently with a avg 171 MS hitting Tier 2 and Tier 1 while playing 25K+ games.
Should said player, solo-wise, constantly be dropped with and against players with 300 MS + players, all in Tier 1/2, and not due to the MM opening up to grab said player from the next tier.
Current usage
Player LOSES:
Match Score: 0-100 goes down in PSR by -2
Match Score: 101-250 goes down in PSR by -1
Match Score: 251-400 does not move.
Match Score: 401+ goes up in PSR by +1
Player WINS:
Match Score: 0-100 does not move.
Match Score: 101-250 goes up in PSR by +1
Match Score: 251-400 goes up in PSR by +3
Match Score: 401+ goes up in PSR by +5
There will always be players who like "GOD MODE" while most really want a potentially good match, win/lose. There will definitely be times when bad positioning, lack of communication, failure to bring the necessary load out/weight will defintiely lead to a very lopsided game, but it should be win/against equally matched players as much as possible.
Sadly, PGI has dropped the ball on Faction Play.. Why bring it up? It is one of the primary reasons for units to actually exist in the game. And said units tended to act as anchors for players in a variety of ways, but an anchor, a reason to return time and time again, nevertheless.