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Revised Tier System


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#1 Rebel Ace Fryslan

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Posted 25 June 2022 - 05:46 AM

The tier system seems better then previous one.

It has to be improved.

I Feel teamplay or objective based games don't give true value of skills (tier)
Also loosing is heavily punishing oke-players, winning by skirmis-play on every mode is too positive.


example, if you scout for the team, place narcs, tag run around it's badly scored on tiering.

example, if you help the team out by getting point in coquest trough the game, it doesn't matter t all you get an = maybe, possible a negative score while you would win.

Tier ranking is not skill based imho.

#2 sosegado

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Posted 25 June 2022 - 10:50 AM

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See, I feel like the OP is absolutely correct.

I died..the team lost..but my individual contribution..aka Pilot Skill..should have generated a green arrow, or an equal sign at the bare minimum.

I did better than 8 of the winning team, and got punished!

Unfortunately I wasn't recording this game or I would upload the video. There were some cool fights.

Edited by Stab Wound, 25 June 2022 - 11:59 PM.


#3 RightHook

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Posted 04 July 2022 - 05:26 AM

The Problem is the PSR is based on the match score. And the match score is based solely on Damage. They need to change the way match score is tallied so that it has meaning. It should be based on mission and roll values.

In skirmish: Damage = 1 point, Kill +1 point, KMDD x2. Good start, but you need to factor in rolls. Assault upfront soaking damage, sharing armor, brawling x2. Assaults in back sniping /2. Lights tagging, scouting, sniping, x2. Lights brawling and machine gun kill stealing, /2.

In Assault: All damage done to a mech inside the capture zone or from a mech inside the capture zone x2. All other damage /2.

Domination: All damage done by mechs outside the circle x0. (Move the target area around them map so that we fight in different locations. Even up against a wall where there is less than half the area available would make it more interesting.)

Incursion: All damage to the base x5, done defending the base or inside a base x2. Lights/mediums delivering power to systems x10. (They should change this mode to have only one base in the center of the map. One team on defense one on offense, power nodes outside so lights would have to sneak out and get the power ups. If the base is standing at the end of the game, defenders win. If not, the attackers win.)

Conquest: Capture points x5, for lights/mediums x10, damage to or from inside a capture point x3. outside /2. (And go back to the conquest of old where when you captured a base it activated missile turrets for your team. That was much more fun.)

By changing the match score to give more points to mechs based on rolls and mission, you would get more accurate PSR's, you would reduce/eliminate the bonus meta mechs are currently enjoying. You would encourage more diverse game styles other the TDM. Encourage team communication to achieve goals rather than just murder balling to rack damage and kill steal. Add more tactical decision making that was once a part of MWO but has been lost.

#4 sosegado

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Posted 10 July 2022 - 12:20 AM

View PostRightHook, on 04 July 2022 - 05:26 AM, said:

The Problem is the PSR is based on the match score. And the match score is based solely on Damage. They need to change the way match score is tallied so that it has meaning. It should be based on mission and roll values.

In skirmish: Damage = 1 point, Kill +1 point, KMDD x2. Good start, but you need to factor in rolls. Assault upfront soaking damage, sharing armor, brawling x2. Assaults in back sniping /2. Lights tagging, scouting, sniping, x2. Lights brawling and machine gun kill stealing, /2.

In Assault: All damage done to a mech inside the capture zone or from a mech inside the capture zone x2. All other damage /2.

Domination: All damage done by mechs outside the circle x0. (Move the target area around them map so that we fight in different locations. Even up against a wall where there is less than half the area available would make it more interesting.)

Incursion: All damage to the base x5, done defending the base or inside a base x2. Lights/mediums delivering power to systems x10. (They should change this mode to have only one base in the center of the map. One team on defense one on offense, power nodes outside so lights would have to sneak out and get the power ups. If the base is standing at the end of the game, defenders win. If not, the attackers win.)

Conquest: Capture points x5, for lights/mediums x10, damage to or from inside a capture point x3. outside /2. (And go back to the conquest of old where when you captured a base it activated missile turrets for your team. That was much more fun.)

By changing the match score to give more points to mechs based on rolls and mission, you would get more accurate PSR's, you would reduce/eliminate the bonus meta mechs are currently enjoying. You would encourage more diverse game styles other the TDM. Encourage team communication to achieve goals rather than just murder balling to rack damage and kill steal. Add more tactical decision making that was once a part of MWO but has been lost.


+1....I like everything you said.

This isn't the first game where my match score was over 300 and I got a red arrow.Posted Image

The "Match Performance" shows a detailed list of what the pilot did and whatever math they are using is too heavily focused on one thing. Maybe after the pilot has achieved 5 or more "Match Performance" statistics without doing team damage and earning 300+ match score they are automatically guaranteed an equals sign.

Personally I believe that any pilot that earns a 300+ match score has very clearly contributed to the team and should be an equal sign at the least!.

If they are using a pie chart and only SO many get green arrows..than they need to make the pie piece cut for equal signs even bigger!

When in doubt the game should always err in the favor of the player..especially when we want new players.Posted Image


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