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The Red Arrow


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#1 Inatu Elimor

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Posted 29 April 2021 - 09:41 AM

Winning the game doing your part to help the team win (for example lights distracting the enemy while they themselves only can do low dmg) to many times results in a red arrow. I do not want to be rated on individual performance, I want to be rated as per my contribution to teamwin. Par example, If you enable the assault by distracting the enemy and your assault teammate get high dmg and match score and you the red arrow, then something is not right. I also wonder if the Cauldron activities has something to do with this.

#2 My Lord and Saviour Jesus Christ

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Posted 29 April 2021 - 09:49 AM

As part of the team you are expected to do your part, you get matchscore mainly through doing damage to the enemy and reducing their numbers to give your team an advantage.

No, YOLOing at someone and eating a bunch of fire won't get you an up arrow because you threw your mech away and hurt yuor team.

#3 Darian DelFord

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Posted 29 April 2021 - 09:56 AM

View PostMonke-, on 29 April 2021 - 09:49 AM, said:

As part of the team you are expected to do your part, you get matchscore mainly through doing damage to the enemy and reducing their numbers to give your team an advantage.

No, YOLOing at someone and eating a bunch of fire won't get you an up arrow because you threw your mech away and hurt yuor team.


Have you Played a Locust 1V lately?

#4 Wid1046

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Posted 29 April 2021 - 09:58 AM

I believe that any adjustment to match score would have to come from PGI, not the Cauldron. It still would be a good idea though.

For your example, I think that putting in some kind of heat-baited scoring mechanic for light mechs might be possible. It would have to look at how many times someone shot within X meters of you and missed (actually getting hit would not get you any additional match score, nor would you get any if one of your teammates behind you got hit by the attack).

Another improvement to the scoring system would be scoring people higher for efficient damage done. For example if you destroy a side torso from behind and it still has 50 armor on the front, you'd get a bonus based on how much total health that component still has versus how much it started off with. Similarly, if you destroy a side torso and there is still an arm attached, you'd get a bonus for how much total health the arm had remaining versus what it started off with. This would reward light mechs that take a relatively fresh mech out of the fight as well as rewarding pilots that manage a headshot. It would also reward people looking at the paper-doll and realizing that they can probably take the mech that they are looking at faster by aiming at a specific component rather than just trying to grind through it or damage farming it.

Edited by Wid1046, 29 April 2021 - 10:20 AM.


#5 Y E O N N E

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Posted 29 April 2021 - 07:40 PM

View PostDarian DelFord, on 29 April 2021 - 09:56 AM, said:

Have you Played a Locust 1V lately?


Stay tuned! Posted Image

#6 Vxheous

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Posted 29 April 2021 - 11:39 PM

View PostInatu Elimor, on 29 April 2021 - 09:41 AM, said:

Winning the game doing your part to help the team win (for example lights distracting the enemy while they themselves only can do low dmg) to many times results in a red arrow. I do not want to be rated on individual performance, I want to be rated as per my contribution to teamwin. Par example, If you enable the assault by distracting the enemy and your assault teammate get high dmg and match score and you the red arrow, then something is not right. I also wonder if the Cauldron activities has something to do with this.


No, it's already too easy to climb to tier 1 in the current system. If we started awarding for "distraction" with no damage, we're gonna end up back where we were before the reset, Tiers basically being an XP bar. Do you know what's actually distracting? A light that actually does damage to my back/flank. A light that "distracts" but can't actually do damage only distracts the bad players in the game, the good ones will just ignore you, destroy your team, then turn and hunt you down afterwards, because you weren't actually a threat.

Edited by Vxheous, 29 April 2021 - 11:39 PM.


#7 Absaint

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Posted 30 April 2021 - 12:30 AM

Heya Inatu,

the best way to check how much you contribute to your team is not through the green or red arrow, but by your Win / Loss ratio.

Over many games this will sum hom much you have helped your team win games, be it with kills, distracting enemies, capping, whatever it is, Win/Loss ratio will reflect it.

Your W/L ratio is 0.86 so...you have alot to learn to bring that ratio above 1.

I am working on the same challenge and I will recommend one of the things that helped me, here is a link of Stimraug´s video explaining how to do little damage in a light and still make a big contribution to the game by distracting the enemy.

https://www.twitch.t...=eW0i0LkycBbjVQ

Edited by Absaint, 30 April 2021 - 12:33 AM.


#8 PocketYoda

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Posted 30 April 2021 - 01:51 AM

My light mechs can do as much damage if not more than my Assaults because they are so fast the network can't process hits very well. So the lag shield is strong with them..

Just need the right light mechs imo.. I do enjoy the slower lights as well they make good anti light killers and work well weaving into and out of the front lines.. Urbanmechs, adders and kitfox's are really good starter lights.

#9 MW Waldorf Statler

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Posted 30 April 2021 - 01:56 AM

the complete Tier System is nonsens and say nothing to Skill and Expereince of Palyers ...is a stupid System from basic

#10 Inatu Elimor

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Posted 30 April 2021 - 06:13 AM

View PostAbsaint, on 30 April 2021 - 12:30 AM, said:

Your W/L ratio is 0.86 so...you have alot to learn to bring that ratio above 1.


I got your point. w/l 1.08 in juli 2020 highest 1.26 in october 2019 so I can do it...

#11 D A T A

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Posted 30 April 2021 - 06:58 AM

View PostInatu Elimor, on 29 April 2021 - 09:41 AM, said:

Winning the game doing your part to help the team win (for example lights distracting the enemy while they themselves only can do low dmg) to many times results in a red arrow. I do not want to be rated on individual performance, I want to be rated as per my contribution to teamwin. Par example, If you enable the assault by distracting the enemy and your assault teammate get high dmg and match score and you the red arrow, then something is not right. I also wonder if the Cauldron activities has something to do with this.


Light mechs can get 500-1000 damage per game super easy.
To get a red arrow you need to do sub 300 damage.
If you do sub 250/300 in qp, you deserve a red arrow, as in fact, in reality, you are not contributing to anything.
I agree though to some extent that the scoring system is not perfect and needs some rework

Climbing to tier 1 is already too easy, its full of noobs there.
Trust me, if you find it difficult, then no way you want to get to tier 1: you would just get rollstomped

#12 Brauer

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Posted 30 April 2021 - 08:43 AM

There's an easy way to resolve this. Just tie PSR movement completely to the w/l condition. If you win you get an up arrow, if you lose you get a down arrow. Players who contribute to their teams winning will on average get more up arrows, and players who don't will get more down arrows whether those contributions to wins are through damage, efficient kills, or other less tangible means. GGclose.



#13 Remover of Obstacles

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Posted 30 April 2021 - 09:04 AM

View PostBrauer, on 30 April 2021 - 08:43 AM, said:

There's an easy way to resolve this. Just tie PSR movement completely to the w/l condition. If you win you get an up arrow, if you lose you get a down arrow. Players who contribute to their teams winning will on average get more up arrows, and players who don't will get more down arrows whether those contributions to wins are through damage, efficient kills, or other less tangible means. GGclose.


My understanding is that the current system is already takes winning into account. Doubly so. First as a portion of match score and second as the matchscore thresholds are lower for the winning team.

I would hesitate to make winning the only factor. As a solo player in Soup queue, winning is largely determined by whether you are on the side with the better pre-formed group. Four coordinated pilots that have planned their mech choices (or four very uncoordinated boat anchor teammates) will be the biggest factor for a win or loss for the other 20 players.

At least with matchscore, you can rack up kills, damage, assists, etc. and show a level of skill/contribution beyond the game's matchmaker predetermining the match's outcome by group.

Yes, it seems fairly easy to Tier up. But less so from before.
Using the trial mechs for the event showed that streaks of red arrows are still possible.

#14 Brauer

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Posted 30 April 2021 - 11:06 AM

View PostRemover of Obstacles, on 30 April 2021 - 09:04 AM, said:


My understanding is that the current system is already takes winning into account. Doubly so. First as a portion of match score and second as the matchscore thresholds are lower for the winning team.

I would hesitate to make winning the only factor. As a solo player in Soup queue, winning is largely determined by whether you are on the side with the better pre-formed group. Four coordinated pilots that have planned their mech choices (or four very uncoordinated boat anchor teammates) will be the biggest factor for a win or loss for the other 20 players.

At least with matchscore, you can rack up kills, damage, assists, etc. and show a level of skill/contribution beyond the game's matchmaker predetermining the match's outcome by group.

Yes, it seems fairly easy to Tier up. But less so from before.
Using the trial mechs for the event showed that streaks of red arrows are still possible.


The thing is everything that provides match score other than the w/l kickers in the current set up waters down the influence of winning on psr change. Simply taking only the w/l condition when determining psr up/down would better measure all the intangibles that go into winning and losing matches in the long term and make these types of complaints completely irrelevant and unnecessary.

#15 Spheroid

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Posted 30 April 2021 - 11:21 AM

View PostBrauer, on 30 April 2021 - 11:06 AM, said:

Simply taking only the w/l condition when determining psr up/down would better measure all the intangibles that go into winning and losing matches in the long term and make these types of complaints completely irrelevant and unnecessary.


This would seemingly describe the previous Elo system which was abandoned for some reason.

#16 Brauer

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Posted 30 April 2021 - 11:27 AM

View PostSpheroid, on 30 April 2021 - 11:21 AM, said:


This would seemingly describe the previous Elo system which was abandoned for some reason.


From what I have heard it was too strict with matchmaking so high elo players had to wait ages for matches. They could simply implement this differently. On a very basic level they could leave everything the same but have only the win kicker provide match score. I'm sure there are more elegant implementations, but the main idea imo would be to link psr up/down purely to w/l conditions

#17 Teenage Mutant Ninja Urbie

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Posted 30 April 2021 - 12:16 PM

yes, WLR should count, and yes, damage alone can't be the answer.

that being said: distraction and damage go HAND IN HAND.
as was already said: if you do nothing but being an annoing red square, we will just ignore you and kill the people who DO damage. THEN you die as person number12.


if you do a decent job in no-matter-what-mech, the game atm WILL hand you a green arrow *. if it doesn't.. well, there's plenty of youtube vids that will show you how it's done ;)


*maaybe excluding stomps like 12:1 to 12:3 or so.

#18 Darian DelFord

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Posted 30 April 2021 - 12:58 PM

View PostY E O N N E, on 29 April 2021 - 07:40 PM, said:


Stay tuned! Posted Image

ROFL

Only you!

#19 ScrapIron Prime

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Posted 30 April 2021 - 01:15 PM

Seems like a good idea to renew my call for Capture time to be worth more on Conquest Mode only. Lights on large maps often have the choice of Cap (and therefore win the game) or melee (and not Cap). Melee and lose and your pilot rating goes down, while Cap and win and your pilot rating still might go down. giving all mechs, not just lights, a +1 match score per second of capture time ONLY on Conquest Mode would provide a match score boost to mechs playing the game mode instead of doing the firefight, but not so much of a boost that avoiding the firefight pays off. A little of both for the win.

#20 Darian DelFord

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Posted 30 April 2021 - 01:55 PM

The whole Match Score needs to be reworked. This is an argument lights have had since its inception. Until the Damage is King modifier is changed, it will not matter. What PGI does not realize is most lights Can not one shot an assault mech accross the field like they can us. Nor can a Light mech Double Tap and do more in 1 second what it takes 5 alphas for a light to do.





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