Dragonmeballs
Better Hide R Die
83
|
Posted - 2015.03.10 19:17:00 -
[1] - Quote
A few thoughts on the comments made by Rattati and others so bear with me as this contains math and I beg your forgiveness for it length:
Team building as explained by Rattati is based on "initial conditions" before the match starts. Each merc or squad is assigned a value. The sum of each side is supposed to be similar. This should bring a balanced match.
Take for example the typical squad of stompers we see 5-9 pm EST every freaking day it seems: The squad would look like this: A,B,C,D,E where A,B,C are the shooters and D,E are logistical/support.
Individual MUs (assume 1-10): A,B,C=8; D,E=7: This squad's Mu = 38.
This seems fair but as you know the key to winning is communication/coordination among the squad.
Rattati explained there is a multiplier (Step 2) say 1.2. Now this squad's Mu is 45.6. In other words you going to need at least 9 random solo players on the other side with an average Mu of 5 just to match this squad initially.
Would a 5 v 9 match work, probably not--I'll expand on this later.
Fill out the rest of the teams. Add 11 more to the stomp team and 7 more to the other team selecting Mu values so the sum of each side is similar.
Now here is the problem: As soon as the match starts the 11 added to the stomp team realize they are with a stomp squad. They forgo the cheap fits and bring out ADV or better. They run with the stompers and now a herd is formed. This herd is difficult to turn back for a team of randoms. As soon as the team of randoms is on their heals the momentum has shifted and a stomp unfolds. (We all know that tactically there are ways to mitigate a stomp but lets save that for another thread)
No amount of matchmaking math can predict the result of herd mentality. The herd mentality is not confined to the winning team. It occurs on the loosing side as well. Nobody in their right mind will keep spamming PRO suits in attempt to turn back a stomp that is fully underway. That is why an OMS that is 78-60 at 12 minutes unravels into a 75-24 in the span of the next 3 minutes.
Therefore the mid match conditions (mid game team Mu) are very different than the initial conditions. And here lies the problem and therefore the reason stomps have become so prevalent. There is no easy way to predict how each of the herds will alter the team Mu values.
I said no easy way but I believe there is a way to deal with this problem before the next match. I submit the multiplier for the squad Mu of should be a variable.
A fair question to ask is how is CCP supposed to adjust this multiplier (Step 2)? Simple. These squads don't stomp in a one and done style. They persist...for hours. What if the the squad Mu multiplier were to increase until a suitable outcome is found? (I define a suitable outcome as a match that ends with a 8-10 clone difference between the teams--these are the matches we all like to be part of btw)
The rub here is the multiplier delta for a given squad would be based on their performance over the course of hours. Difficult to do I admit but I don't believe it to be impossible.
Don't like the adjusting the multiplier then I see nothing wrong (as a means to compensate) by shorting the stomp team a randoms as a means to balance the match. I also see nothing wrong with making a stomp squad wait until there is a suitable squad for them to take on. Note: I do not propose this for Dom or Skirm--only Ambush. I'm not that well versed in those game modes so I won't recommend changes at this time.
More than a few times in the last few weeks I have seen two hours go by without a win. Is it the same stomp squad? NO! Some nights there are three or more but they never seem to find each other when I'm in the match. However, when they do it is tempting to grab popcorn and watch how things unfold when the balancing equation works as intended.
To be clear Rattati I am not criticizing the work you have done to date on this. I don't envy your task. I just submit your math needs to add one more dimension.
Blueberry!....Make yourself useful and shoot the blurry thing running this way!
|