#Team Balancing

1 messages · Page 1 of 1 (latest)

grizzled iron
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I am kind of under the impression that team balancing is somewhat based off of the performance of the player in the last game, and I think that is not a good idea. From patterns, i notice that the team balacing breaks on the second game after I join. This is because I joined the first game towards the end, and only get like 5 kills. and then the system thinks i am throwing, and so it puts me on the stronger side. I think if we want to look at past performances, we have to either ignore the people who joined midway, or just judge skill solely off kills elo. An even beter solution would be to take the average of the games and kills elo.

jolly sand
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or split teams with an even amount of high and low level players

delicate bluff
onyx path
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Like me kek_cry

astral ingot
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i still do not think Game ELO should be used in the balancing of TDM matches - absolutely should be used for the missions.

astral ingot
astral ingot
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I have sort of come to the conclusion that a full match (16 players) cannot really be balanced in a TDM if there is 150 -200 difference between player with the highest ELO and the rest - pretty hard to get a lobby with enough talent that the team without the best ELO player gets a stacked enough team to win.

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Once people start leaving anything can happen ...

astral ingot
# grizzled iron Nope

Your sense? nobody thinks its broken? or nobody wants to invest time in a fix they are unsure of?

jolly sand
grizzled iron
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Most players r 1500 elo

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So they can't really feel the affect of team balancing. Because they don't contribute that much to the team

astral ingot
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OK, thanks.

grizzled iron
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Putting a message here to make this at the top of the forum

swift parrot
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Putting a message here to make this at the top of the forum
same

bronze fulcrum
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except suggestions aren't sorted by activity by default coronalol

wind crag
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^^