Can Someone Explain Psr?
#1
Posted 06 September 2024 - 10:08 AM
#2
Posted 06 September 2024 - 10:34 AM
There have been no significant changes in how PSR works for years. The last big change happened in mid-2020 when the entire PSR was reworked.
You can watch this fan video:
Imagine it as a list of 24 players, sorted according to their Match Score (the players of the victorious team get a small bonus) after the game. The upper 12 'Mechs get the green arrow, the lower half of the list gets the red arrow. The higher you are among the "green" 'Mechs, the higher is your PSR raise. The same is true for the "red" Mechs - in the negative sense, of course.
Thus, in one game some Match Score can be good enough to place you in the upper half of the list, and in the next game the same Match Score could place you in the lower half of the list.
#3
Posted 06 September 2024 - 02:36 PM
Matchmaking then uses PSR to assemble teams for Quickplay matches. By default, a match looks for players in the same PSR, but if there aren't enough people it will open the range to go +/- 1 tier. Thus, a Tier 5 can be matched with Tiers 5, 4, and 3 - while a Tier 2 will match with Tiers 3, 2, and 1. However, in extremely low traffic periods, emergency "valves" open and you can find opponents and teammates outside of that range - this is rare, though. Usually if you see people outside of their normal Tier range it's because they're grouped with higher or lower Tier friends.
#4
Posted 07 September 2024 - 05:40 AM
#5
Posted 07 September 2024 - 07:49 AM
While PSR may be mainly used for matchmaking, it can also give you a rough indication on your overall skill. For example, if you are stuck in a certain Tier, you might need to adjust your builds and/or play style I’d you wish to progress upwards. I’ve also found that when first moving to a higher Tier, my match performance suffers until I get used to the higher-skill players I am now encountering.
Good hunting,
CFC Conky
#6
Posted 07 September 2024 - 04:21 PM
===================================
Executive Summary:
Quick + dirty way to get a green PSR "up" arrow:
~Just do 500+ damage, and get 8+ Kill Assists. Voila!
(Actual Killing Blows count for very little to PSR).
- - - - - -
Anecdotal PSR observations for playing many QP games:
Winning Team PSR changes:
Anecdotal PSR observations: the bottom two players on the winning side gets a "red arrow" for PSR down, as a general rule of thumb.
Losing Team PSR changes:
Anecdotal PSR observations: the top two players (1st & 2nd) on the losing side gets a "green arrow" for PSR up.
Anecdotal PSR observations: the top 3rd player (3rd) on the losing side gets a "yellow arrow" for no PSR up or no PSR down).
Everyone else on the losing team gets a "red arrow" for PSR down.
Focus on your total damage dealt (aim for 300+ damage to start off with; the more the merrier), and Kill Assists (aim for 8+).
Killing Blows actually matter very little to your PSR rankings.
A well placed UAV would also help your match score.
This would also pad up your match score, thus giving you more CBills and XP!
It's very well documented that your PSR is determined by:
~How well you do in the overall 24-player ranking from both teams.
~How well you do in your 12-player team.
[Edit: deleted the PSR - UP/DOWN ==> martial beat me to it; he showed the same video!]
Edited by w0qj, 07 September 2024 - 04:22 PM.
#7
Posted 26 October 2024 - 07:31 PM
Also, what time you play the game will affect how "good" you do, since the player mix is simply different at different times of the day.
#8
Posted 27 October 2024 - 09:42 PM
#9
Posted 20 November 2024 - 05:53 AM
Void Angel, on 27 October 2024 - 09:42 PM, said:
It`s a weird system where kills are the goal but not how you get points. I know its to keep it from being a kill stealing fest but lights backstabbing an assault is absolute shite:
"You killed the atlas but you only did 30 damage so GoFYrslf" ~ The Points system
also It feels like enabling the damage with tag-narc you get zero credit:
My anecdotal QP matches where i nacred and had indirect LRM rain 4-5 mechs to death and still get down arrows:
"...Yay team... I guess..." ~ NARC Enjoyer
#10
Posted 28 November 2024 - 07:54 AM
And speaking of trades, the reason damage is paramount in match scoring isn't hard to understand. You cannot play a match reasonably expecting to avoid all damage; you're going to take damage, that's how it works. MWO combat is a complex exercise in exchanging armor for damage dealt; your goal is always to trade up, getting a favorable exchange of effective damage for armor lost. Accuracy and positioning matter a lot, because that allows you to make good trades; mobility and range can allow you to make uncontested trades, but sooner or later you're going to take some fire - it's all about trading up. It's all about damage.
The match score's damage focus recognizes this; it's not perfect, but it's not wrong to do it that way - and it's not incompatible with rewarding certain activities more than at present.
#11
Posted 04 December 2024 - 09:43 PM
#12
Posted Yesterday, 09:13 PM
#13
Posted Yesterday, 11:51 PM
Rux Trok, on 01 January 2026 - 09:13 PM, said:
Could you post both the Mission Summary Team Stats Table and the Mission Summary Player Stats Table, please?
Without seeing both of those tables, it is impossible to judge your performance relative to the other players. Any serious discussion about your performance in that game is not possible without those tables.
Thank you.
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