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Match Score - Good/bad By Mech Class

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#1 Surn

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Posted 28 July 2019 - 10:56 AM

Here is my opinion on what you should shoot for with Match Score.

A lot of people go for Kill/Death ratio, but Average match score is a better indicator of your overall play, despite its biases.


Assault
Excellent: 600
Good: 475
Average: 300
Below Average: 275
Dumpster Fire (replay): 250 and below

Heavy
Excellent: 500
Good:400
Average:295
Below Average:270
Dumpster Fire (replay): 225 and below

Medium
Excellent: 500
Good: 400
Average:295
Below Average:270
Dumpster Fire (replay): 220 and below

Light
Excellent: 450
Good:350
Average: 280
Below Average:265
Dumpster Fire (replay): 200 and below

Notes:
I highly recommend that you replay all dumpster fire matches until you can average them out and get a good idea where you fall. I use an excel file.

The overall Average is meaningless. Light and Assault pilots are much more likely to die with 0 damage. This leaves Medium and Heavy pilots with better averages. That is why you see "Elite" pilots boast that Mediums and Heavies are the best mechs and often see salt applied to lights and assaults. Biases...

Tips to improve match score:
The biggest tips for most pilots is to take UAV and AMS.

UAV increase you and your teams situational awareness. Many times in quickplay, people do not communicate, but a red marker will help them position and play no matter what. Plus UAV will buffer your match score up to 50 points if placed well.

AMS is a great match score buff. It seems you get about .05 match score per missile shot down and maybe more if it protects a teammate. This measly buffer is enough to cover typical team damage, which is a 1 for 1 vs your match score, and if you get run over, run out of weapons, are out of position, etc.. the AMS can still earn you some points.

Damage: this is the primary way to earn match score and it is about a 1/2 to 1 ratio. IF you take a dual AMS, dual UAV mech that does not deal much damage... you can still get good match scores without 1000 damage, but no one you see on twitch or youtube will tell you that.

Edited by Surn, 28 July 2019 - 11:29 AM.


#2 VonBruinwald

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Posted 28 July 2019 - 11:05 AM

View PostSurn, on 28 July 2019 - 10:56 AM, said:


Unrealistic expectations:



The average match score across all players and across all weight classes is ~225. Only 6% of players average above 300MS.

#3 Surn

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Posted 28 July 2019 - 11:11 AM

View PostVonBruinwald, on 28 July 2019 - 11:05 AM, said:


The average match score across all players and across all weight classes is ~225. Only 6% of players average above 300MS.



Well this is a per match thing, but I revised it a little

Edited:

Run a few UAV and AMS and it will boost your MS by about 75

Edited by Surn, 28 July 2019 - 11:29 AM.


#4 Nightbird

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Posted 28 July 2019 - 11:22 AM

lol more newbies that think match score actually corresponds to performance

your W/L is your performance, nothing else. Average is 0.9-1.1, good >1.5, excellent >2

#5 Flyby215

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Posted 28 July 2019 - 12:03 PM

View PostNightbird, on 28 July 2019 - 11:22 AM, said:

lol more newbies that think match score actually corresponds to performance

your W/L is your performance, nothing else. Average is 0.9-1.1, good >1.5, excellent >2


Opinion only.

#6 Prototelis

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Posted 28 July 2019 - 01:55 PM

A high match score with a low WLR is a pretty strong indication that what you are doing isn't useful.

A low match score with a high WLR can indicate that you either are extremely efficient, or you near exclusively get carried in GQ. Both of which are exceedingly rare nowadays.

#7 Monkey Lover

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Posted 28 July 2019 - 02:03 PM

Anymore in group q I am just happy if people do more than 100 dmg.....

#8 Feral Clown

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Posted 28 July 2019 - 04:58 PM

View PostSurn, on 28 July 2019 - 10:56 AM, said:

Here is my opinion on what you should shoot for with Match Score.

A lot of people go for Kill/Death ratio, but Average match score is a better indicator of your overall play, despite its biases.


Assault
Excellent: 600
Good: 475
Average: 300
Below Average: 275
Dumpster Fire (replay): 250 and below

Heavy
Excellent: 500
Good:400
Average:295
Below Average:270
Dumpster Fire (replay): 225 and below

Medium
Excellent: 500
Good: 400
Average:295
Below Average:270
Dumpster Fire (replay): 220 and below

Light
Excellent: 450
Good:350
Average: 280
Below Average:265
Dumpster Fire (replay): 200 and below

Notes:
I highly recommend that you replay all dumpster fire matches until you can average them out and get a good idea where you fall. I use an excel file.

The overall Average is meaningless. Light and Assault pilots are much more likely to die with 0 damage. This leaves Medium and Heavy pilots with better averages. That is why you see "Elite" pilots boast that Mediums and Heavies are the best mechs and often see salt applied to lights and assaults. Biases...

Tips to improve match score:
The biggest tips for most pilots is to take UAV and AMS.

UAV increase you and your teams situational awareness. Many times in quickplay, people do not communicate, but a red marker will help them position and play no matter what. Plus UAV will buffer your match score up to 50 points if placed well.

AMS is a great match score buff. It seems you get about .05 match score per missile shot down and maybe more if it protects a teammate. This measly buffer is enough to cover typical team damage, which is a 1 for 1 vs your match score, and if you get run over, run out of weapons, are out of position, etc.. the AMS can still earn you some points.

Damage: this is the primary way to earn match score and it is about a 1/2 to 1 ratio. IF you take a dual AMS, dual UAV mech that does not deal much damage... you can still get good match scores without 1000 damage, but no one you see on twitch or youtube will tell you that.


Exactly what would be the point in improving match score by running ams and launching uav's?

Improving your score this way doesn't improve your skills, it just games the crummy system PGI has blessed us with.

There's no point in pushing to get a better score without actually trying to improve. Players can already do this by padding damage with lurms, atms, or srms.

#9 RickySpanish

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Posted 28 July 2019 - 05:19 PM

A higher match score does *tend* to correlate with better performance, as does W/L obviously. Generally I think it's safe to say that a player with both a decent MS and W/L are doing well, but if only one is high they might be getting carried, e.g. GQ.

#10 Feral Clown

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Posted 28 July 2019 - 05:37 PM

View PostRickySpanish, on 28 July 2019 - 05:19 PM, said:

A higher match score does *tend* to correlate with better performance, as does W/L obviously. Generally I think it's safe to say that a player with both a decent MS and W/L are doing well, but if only one is high they might be getting carried, e.g. GQ.


Argued with a guy in these troubled seas who had an avg. match score of around 300. He also had negative wlr and kdr. Put him 90% on Jarl's and despite being a pretty terrible player, he was convinced he was in the upper end of the skill spectrum.

Yes I realise you qualified it with tend, but just wanted to illustrate an example. The OP is also showing in his own stats how this doesn't actually help. His avg. ms is up by 7% but his kdr is actually down. His wlr is not significantly up enough to point to him actually doing better or being a reason for it being positive. Since I have seen him a lot in yolo queue, I know he has ams slapped on everything. I also know that his percentile is not really reflective of his actual skill level.

Heck I'd argue even for most people to forgo the uav's completely (unless you happen to be a light pilot running cool, or just run cool in general) and get your higher ms by equipping two coolshots and two arties. Put out more damage, and fire your guns more if you want to work on getting all those metrics up and not just game ms.

#11 Prototelis

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Posted 28 July 2019 - 05:41 PM

I equip UAVs on lights so I can set the point for the nascar. Its science.

If you put up a UAV and there are a ton of reds; your team will start rotating.

One person on that team will stop to shoot that UAV and might get picked.

#12 Jman5

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Posted 29 July 2019 - 06:04 AM

View PostFeral Clown, on 28 July 2019 - 04:58 PM, said:


Exactly what would be the point in improving match score by running ams and launching uav's?

Improving your score this way doesn't improve your skills, it just games the crummy system PGI has blessed us with.

There's no point in pushing to get a better score without actually trying to improve. Players can already do this by padding damage with lurms, atms, or srms.


I agree there is no point padding your matchscore. However, I do think that support items like UAVs, AMS, ECM, improve your average effectiveness and the effectiveness of your team.

View PostFeral Clown, on 28 July 2019 - 05:37 PM, said:

Heck I'd argue even for most people to forgo the uav's completely (unless you happen to be a light pilot running cool, or just run cool in general) and get your higher ms by equipping two coolshots and two arties. Put out more damage, and fire your guns more if you want to work on getting all those metrics up and not just game ms.


You can equip a maximum of 5 consumables so you can equip double coolshot/strikes and a UAV. It's only 4-5 points which will have a negligible impact on something large like the firepower tree.

The real issue for consumables is that they are outrageously expensive. Five consumables is 200,000 cbills a match. IMO, unless you don't care about earning cbills, you should probably skip them entirely.

#13 RickySpanish

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Posted 29 July 2019 - 07:51 AM

View PostFeral Clown, on 28 July 2019 - 05:37 PM, said:


Argued with a guy in these troubled seas who had an avg. match score of around 300. He also had negative wlr and kdr. Put him 90% on Jarl's and despite being a pretty terrible player, he was convinced he was in the upper end of the skill spectrum.

Yes I realise you qualified it with tend, but just wanted to illustrate an example. The OP is also showing in his own stats how this doesn't actually help. His avg. ms is up by 7% but his kdr is actually down. His wlr is not significantly up enough to point to him actually doing better or being a reason for it being positive. Since I have seen him a lot in yolo queue, I know he has ams slapped on everything. I also know that his percentile is not really reflective of his actual skill level.

Heck I'd argue even for most people to forgo the uav's completely (unless you happen to be a light pilot running cool, or just run cool in general) and get your higher ms by equipping two coolshots and two arties. Put out more damage, and fire your guns more if you want to work on getting all those metrics up and not just game ms.


It's definitely easy to break MS, can't argue with that. In the 500 MS event I got most of my games using streaks because they were so good at splattering components, they weren't necessarily efficient at actually killing though. The "tends" is important, there probably isn't any one metric because even W/L can be gamed with a small population like MWO's. If you play at the right time, you end up facing the right potatoes, or you suit up in GQ with some friends.

About UAVs - I actually carry two, and favour them over arties. The reason is you can call out flanking attacks before they ruin your team. Arties on the other hand are always in use by someone else, it's rather frustrating because the moment they're off cooldown some clown launches them into a wall.

#14 Kubernetes

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Posted 29 July 2019 - 07:59 AM

According to this there are maybe 10 excellent players in the whole game, if that.

#15 Feral Clown

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Posted 29 July 2019 - 10:28 AM

View PostJman5, on 29 July 2019 - 06:04 AM, said:


I agree there is no point padding your matchscore. However, I do think that support items like UAVs, AMS, ECM, improve your average effectiveness and the effectiveness of your team.



You can equip a maximum of 5 consumables so you can equip double coolshot/strikes and a UAV. It's only 4-5 points which will have a negligible impact on something large like the firepower tree.

The real issue for consumables is that they are outrageously expensive. Five consumables is 200,000 cbills a match. IMO, unless you don't care about earning cbills, you should probably skip them entirely.


The extra points you speak of I don't generally have to spare, but some people do the skill maze differently and perhaps value different things.

My point though is you help more by shooting more and putting out more damage than spotting targets. A good deal of my light mechs however do have uav's in lieu of coolshots as I personally feel that class utilizes them the best. Just like I am not the kind of guy to drop an artie on one target, my approach to auv's is likewise.

#16 Feral Clown

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Posted 29 July 2019 - 10:33 AM

View PostRickySpanish, on 29 July 2019 - 07:51 AM, said:

It's definitely easy to break MS, can't argue with that. In the 500 MS event I got most of my games using streaks because they were so good at splattering components, they weren't necessarily efficient at actually killing though. The "tends" is important, there probably isn't any one metric because even W/L can be gamed with a small population like MWO's. If you play at the right time, you end up facing the right potatoes, or you suit up in GQ with some friends.

About UAVs - I actually carry two, and favour them over arties. The reason is you can call out flanking attacks before they ruin your team. Arties on the other hand are always in use by someone else, it's rather frustrating because the moment they're off cooldown some clown launches them into a wall.


I use streaks, not very often in quick play though, but I know exactly what you mean.

Uav's I do on pretty much only lights. Dropping a well placed artie in the middle of a team does more than just damage them. Causing enemies to scatter, especially in different directions has a lot of value in my opinion. Maps like Mining are absolute gold mines for not just the damage, but if the enemy has top and then some run to the building to the right, others to the left, it's very helpful to team not having to go up the ramp face first into a firing line/deathball.

#17 Thariel

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Posted 29 July 2019 - 02:09 PM

Match score is pretty irrelevant. Same as with piloting tiers.
I have played really bad matches, bad positioning, bad aiming but high damage and still got an increase in pilot skill and a good match score, whilst i have also played excellent matches, good spotting, good information to my team, helping out at the crucible situations or solving them all alone against more than 1 opponent with miserable match score and low damage.

If you want to get high match scores, just use lrms and spread your damage uselessly across everyone and you come out as the uber pilot.

shooting off the weaponless arms of a mech gains you more match score for the dealt damage than a precisely coring (and killing).

I for my point sh*t on matchscore. It says nothing at all about what you did in that fight

#18 Tarl Cabot

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Posted 29 July 2019 - 02:46 PM

True but only up to a point., 50% of damage goes towards the matchscore though. If a player does 600 dmg = 300ms + plus whatever he did, provided he lived long enough to to spam that damage. On a loss a player breaks even w/MS between .250-400 MS.

Many players though are running either heavies or assaults, not sharing armor until it is down to a few teammates left. And several situations if the player had shared some more armor a few more teammates may have lived long enough to deal more damage to a target or even kill it, removing armor and weapons from the battlefield, potentially changing which side wins/loses.

What is even worse is when an assault w/Dual GR and/or ERPPC utilizing ECM or ECM/Stealth playing 'Sniper" at a range that 1) weapons are not hitting for optimal (max damage) 2) not sharing armor to help absorb damage/pull heat off a teammate, etc....

/shrugs... tis one of the real difference between PUGS and actual teams. Many teams will have a setup strat in place or able to make changes on the file via communication whereas pure PUGS do their own thing, off on their own or follow the herd without real directions...

#19 Flyby215

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Posted 29 July 2019 - 03:04 PM

If someone has personal goals of W/L, K/D, and/or MS then very well; who are we to challenge that? As an overall performance/skill indicator, however, requires overall statistics. W/L, K/D, MS, GQ, YoloQ, Solaris, Comp etc.

I say this because any one statistic can be abused/farmed/gamed. For example, rigging Solaris matches, running with a strong team increases W/L ratios even for bad players, match score alone can be farmed (to no end my friends point out that I do this with the quad AMS Corsair).

I still like the OP's comments because, in my opinion, it is useful to someone who might still be learning. Bring AMS; not all of us are smart enough to stay near cover (me). Bring UAVs; well at least you're not hogging my airstrike opportunities. Get damage downrange; its okay if you're not a sharpshooter, not all of us are, but causing damage might open up some armour that a sharpshooting teammate will capitalize on.

#20 Feral Clown

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Posted 29 July 2019 - 04:43 PM

View PostFlyby215, on 29 July 2019 - 03:04 PM, said:

If someone has personal goals of W/L, K/D, and/or MS then very well; who are we to challenge that? As an overall performance/skill indicator, however, requires overall statistics. W/L, K/D, MS, GQ, YoloQ, Solaris, Comp etc.

I say this because any one statistic can be abused/farmed/gamed. For example, rigging Solaris matches, running with a strong team increases W/L ratios even for bad players, match score alone can be farmed (to no end my friends point out that I do this with the quad AMS Corsair).

I still like the OP's comments because, in my opinion, it is useful to someone who might still be learning. Bring AMS; not all of us are smart enough to stay near cover (me). Bring UAVs; well at least you're not hogging my airstrike opportunities. Get damage downrange; its okay if you're not a sharpshooter, not all of us are, but causing damage might open up some armour that a sharpshooting teammate will capitalize on.


Sure...but what's the point in going for improvement on one metric? What does getting a higher matchscore especially at the expense of the other stuff?

AMS isn't even particularly helpful. I say that and you don't recognise this name, but I play a lot when you do and most often running around in a dual AMS crabbie this month.

The only reason I do this is it helps me nsr Veagles, as there isn't enough AMS in the world to defeat Supernova's or Novacats.





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