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Phase 2 Matchmaking


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#1 Greyfyl

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Posted 02 November 2012 - 08:42 AM

So the post from Ekman regarding MM Phase 2 is as follows:

Phase 2: November 20th

Pre-Made groups will be able to match against other pre-made groups.
  • Min group size: 4 players
  • Max group size: 8 players
  • Class Matching: No
  • Uneven Teams: Yes
So it says pre-made groups will be able to match against other pre-made groups. Does that mean they will also have the option to NOT match themselves against pre-mades and istead drop the same way as in Phase 1?

Phase 1 limits pre-mades to 4 players, so would a 4 player pre-made still be allowed to drop vs. pugs in Phase 2?

I also see that it says that there is no class matching so I am assuming that Team A could have 8 fully decked out Atlases and Team B could have 8 Trial Mechs (not that anyone would run an 8 man trial mech group). Am I understanding that properly?

If so can someone explain the logic behind that? The only thing I can think of is to reduce the chances that you would have a hard time finding a match at off hours. Will there be a tonnage limit or any kind of attempt at setting some kind of balance?

Edited by Greyfyl, 02 November 2012 - 08:43 AM.


#2 Vermaxx

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Posted 02 November 2012 - 08:45 AM

They did a typo, the Phase 2 group sizes are 1-4, or 5-8.

Anything in a group of 5 or larger only fights other groups. They can drop lopsided if they want to be hardarses. Chances are they will still get rolled unless they are gods-of-mechery.

#3 Greyfyl

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Posted 02 November 2012 - 08:48 AM

So teams of 1-4 will still be thrown in with PUGs?

If team A gets a premade team of 4 - is it gauranteed that team B also gets a premade team of 4, or is team B still SoL just like now?

Edited by Greyfyl, 02 November 2012 - 08:48 AM.


#4 Vermaxx

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Posted 02 November 2012 - 08:53 AM

Who-the-fk knows? The matching system doesn't 'hold' people currently, so unless two 4-man teams queue around the same few seconds, they are going into different matches.

Chances are the "premade problem" is just going to double when these small packs of four good players are suddenly everywhere.

Edited by Vermaxx, 02 November 2012 - 08:54 AM.


#5 Vermaxx

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Posted 02 November 2012 - 08:59 AM

I'd venture to guess that with how primitive the matchmaking is, it would be more likely to throw 4 man teams together until PGI specifically coded it not to.

#6 Killeralpha

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Posted 02 November 2012 - 09:05 AM

They are just console guys they really have no clue and obviously they dont even play WoT or LoL or all the rest of the decent PC games of today :ph34r:

#7 Taiji

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Posted 02 November 2012 - 09:09 AM

View PostVermaxx, on 02 November 2012 - 08:53 AM, said:

Chances are the "premade problem" is just going to double when these small packs of four good players are suddenly everywhere.


These 4 guys on VOIP are going to try to use the puggers as cannon-fodder, to help their repair costs and stats.

Plus if they aren't matched against the same on the other side, then even if they're mediocre players it will still be a walkover.

#8 Vermaxx

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Posted 02 November 2012 - 09:11 AM

Yeah, it's not hard to follow the four guys who tell you they know what the fk they're doing. Even if they tell you to stand in front of them.

Sheeple logic comes into play when you see all four guys hitting one mech. The mob mentality kicks in and even totally uncoordinated players come running over to dogpile the poor *******. Once that happens a couple times the match is a lock.

#9 Dagger906

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Posted 02 November 2012 - 09:14 AM

This is stupid. All we need is for solo/pug players to have a "do not match with premade" option. It will either solve all your problems, or end the good old days, depending on your perspective.

#10 MayGay

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Posted 02 November 2012 - 09:35 AM

A thought that they could use the a BV system using a slightly modified standard BV 2.0 times a derived pilot/gunner skill using avrage XP per match, each player or group would be put in to a temporary lobby, and that lobby matched against a lobby of similar BV

that would be the best way to keep things fair, and the only part that is actually hard would be to decide on the pilot skill modifier avrage xp and the multipliers

Edited by James Griffin, 02 November 2012 - 09:38 AM.






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