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Underdog System
Richard LeMoon:
The biggest issue with underdog is it is outlining a problem but not offering a solution.
"Your match is unbalanced. We figure you will lose."
"Ok... so how can we fix that? Do we get a buff?"
"....."
"Well then, not staying in this lobby. Bye."
Daft Loon:
There is also the problem of the difference between "this match will be challenging for red team" which is on the edge of underdog/not underdog where the current system struggles with accuracy and "Red team is almost certainly going to lose" where the system identifies it more accurately but does nothing.
The existence of underdog win achievements indicates that they want the first case to exist as much as the second.
The Sky Wolf:
Nobody is making sense in this thread. The Underdog system works fine by letting the weaker team get away scot-free if they lose. If you were expecting an actual ship buff for being an Underdog then you must be insane. Not everyone that is new is a bad player off the bat, some of them do the tutorial. Imagine giving a low MMR clan (Low MMR only because of lag, joke ship builds, helping noob friends) a ship buff against slightly higher MMR opponents who aren't as good or are equally as good but have a higher MMR only because they stomp noobs all day and nothing else. That would allow the low MMR clan to murder hardcore because they now have an unfair advantage; and even if they manage to suffer a loss it wouldn't count.
Stamina is already a super fun, super balanced, super useful feature.
You kids today don't understand that the gunner's best strength is consistency. His job is to constantly apply pressure to the enemy... Not repair... Just soley dish out damage to cripple and kill the enemy to prevent him from killing you, and the gunner stamina helps with that ALOT. Turning the turret further allows you to keep up with enemy ships out of reach and keep applying pressure even when your captain isn't facing the enemy.
Reloading faster allows you to give the enemy little time to breathe by shortening your reload time. If you add up all the extra damage done over time you'll see that gunners do about the same amount of added damage as a buff engineer with this stamina system. Don't forget gunners also get 3 ammo choices... people don't understand how OP that is... You can use lesmok for long range to start doing damage from distance (getting the first hit matters alot), then you can swap to a shorter range/higher DPS ammo when they're close.
People forget to add up all the potential damaging & crippling they could've been doing if they had lesmok along with their greased rounds.
Mattilald Anguisad:
MMR is NOT calculated from the player Levels
MMR is NOT calculated from the number of matchs
MMR is NOT calculated from the win ratio
MMR is calculated a modified of Glicko2 system http://en.wikipedia.org/wiki/Glicko_rating_system
This was explained numerous times, in many threads and Dev Fire chats.
MMR is re-calculated after every match depending on the result. Changes are dependant on Ratings deviations and the ratings of both teams. Read on Wikipedia for the details.
Like The Sky wolf explained: the Underdog rewards the underdogs IF they win. Not by giving them bonuses.
However I do find the reliability of the Underdog calculation questionable from the games I've played since system went live.
Richard LeMoon:
Hmm.... reading through how Glicko works, I see a giant flaw in the underdog system. Ships (and their builds) are not counted as players, and are thus not rated. That is giving incomplete data. To give a true underdog rating, each ship and approximate build would have to be treated as a 5th player on each crew.
Also, Mattilald, my point about bonuses was just what I have been asked by new players. They literally asked if they got some sort of handicap buff. When told no, and explained what it did.... they left. People learn fast what the underdog means, and leave lobbies just as fast.
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