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Archaic_One

Upcoming MM Changes

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http://worldoftanks.com/en/news/general-news/gdc-2017/

 

Well, it looks like they are finally doing away with fail toons. Que times might go up a bit, but man it looks damn good to be a tier X gangster if they are going to try to  feed you lower tiers 12 at a time.  Plus, they are going to start looking at individual players to see how many times they have been bottom tier in a row.  I wonder how much this will slow things down on NA? 

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This max of 5 T10s per side sounds super broken, esp if you are platooning. Normally the only thing that makes triples lose is a huge derp rush of strong tanks, or being unable to push anywhere due to a ton of over alpha TDs. I think 80%+ will be attainable easier than it is now, but we will have to see how it works. 

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It'll be interesting seeing how this affects tier 8 in particular. With single tier matches supposedly now possible, might end up seeing a few tier 8 only matches given the large number of tier 8 premiums floating around.

51 minutes ago, Archaic_One said:

I wonder how much this will slow things down on NA? 

Probably not by much, there's enough setups here to reasonably yield a match within a ~30-45 seconds or so, depending on player count. Besides TDs, lights, and the arty limit there's no indication of heavy and medium balancing between the teams which is where any serious slowdown would happen.

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Hopefully they code in exceptions for pref MM tanks.  And this does not look like it will prevent 9 v 3 heavies on Himmelsdorf, so we still have that to look forward to.

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1 minute ago, Archaic_One said:

Hopefully they code in exceptions for pref MM tanks.  And this does not look like it will prevent 9 v 3 heavies on Himmelsdorf, so we still have that to look forward to.

I think they mentioned someplace in the article that they will be balancing based on tank classes now rather than the "weighting" system that it currently uses. 

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The question is for tier 10 tanks, but there really are ways to deal with it. They've even laid it out: if the MM is having trouble, it'll drop tighter spreads, including 1 tier spread games. So if 10s are flooding the que you'll just see more 9/10 and 10 games. Loading some "all tier 10" games will water down the otherwise overwhelming advantage of playing 10, so it works out well. Way simpler than I had originally thought, makes me annoyed it didn't occur to me.

It's great they're doing this, although it is pretty fucking irritating they are finally effectively admitting the old arguments for wide tier spreads they fed us were complete bullshit. If there are too many of one tier, dump a game with all the same tier. THAT was supposedly going to make wait times take too long? I never understood how people bought that shit, but they are always parroting it on the main forum.

Matching tanks is what this silly "class" system in the first SB was about. Heavy/Med/TD/etc. doesn't work because the FCM 50t is a medium and the Super Pershing is a heavy. So they need to change to things like "cruiser" and "breakthrough" in order to match tanks to roles. As it stands now the team with FCM 50t+Tiger II+T-44 gets steamrolled by the team with IS-6+IS-3+Super Pershing, and MM considers those tanks to be equal in terms of role.

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When I read the article, I kinda laughed at WG using the words MAJOR FIXES to describe changes to MM. Guess that's as close as we will ever get to them admitting they broke it. Also the comment about arty "spoiling the game experience"  LOL I just wish it was a 2 per side limit, cus we rarely get more than 3 a side now and those games are usually no fun. 

After having 18 of 25 games last night complete blowouts because 6-9 heavies on one side with 1 or none on the other, just balancing the teams by tank type should make a HUGE difference and maybe games won't be decided in under 2 minutes constantly. This is probably my favorite part. One thing I could never figure out though, was why they don't just make the whole battle(30 tanks) from queue, and then just shuffle them to balance. Making each team individually and then trying to find one that's similar seems like a much more complicated solution.

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Yeah, 3/5/7 isn't going to be broken with unicum/tomato top tier platoons..

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"The testing of damage falloff brought a larger issue to the forefront. The results show that it won’t work the way we want it to (i.e., encourage heavies to shorten the combat distance), unless we significantly rebalance HEAT shells"

Would've been nice if they'd experimented with this before the pimped Type 5 and Maus hit.

But reads like a general move in the right direction to me. New MM might even make tier 6 MTs playable again. 

 

 

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38 minutes ago, Shifty_101st said:

4 minute cue times boyz I'm ready

:fat:

Not like we are all in the same queue now. When the queue still had a counter on it, 30k people online and only 100-200 in queue tells me there has to be multiple simultaneous queues. The most I ever saw was around 660 and that was the great M60 count in. Just making each queue larger should alleviate any waiting issues. 

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If what I'm understanding is true (which I hope it isn't) is that WG will pick 1 of the 3 setups for the new MM.   Which will naturally result in longer cue times for NA and SEA.

If WG does the IDEAL thing (PLEASE LET THIS BE IT) is that they will implement all 3 variations of 3/5/7, 5/10, 15, and MM will pick the best one with what tanks it has in the cue.  Hopefully that doesn't result in an increase of cue time.

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3 hours ago, Shifty_101st said:

If WG does the IDEAL thing (PLEASE LET THIS BE IT) is that they will implement all 3 variations of 3/5/7, 5/10, 15, and MM will pick the best one with what tanks it has in the cue

After reading the article twice, this is what I understand is going to happen.

Overall, this sounds like a great improvement, but I wonder how they are going to adress some problems that already got pointed out in this thread. If they are aware of them of course :kappa:

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This has the potential to somewhat bring back the feel of the old 4 tier spread - by which I mean, kill their 3 top tier heavies before they know what is going on, and then pick off the rest of the enemy team before your own top tiers manage to kill themselves.

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18 hours ago, Luna said:

This max of 5 T10s per side sounds super broken, esp if you are platooning. Normally the only thing that makes triples lose is a huge derp rush of strong tanks, or being unable to push anywhere due to a ton of over alpha TDs. I think 80%+ will be attainable easier than it is now, but we will have to see how it works. 

Two Maus and an RU med of choice seems like a way to pull 92% ish

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On 4-3-2017 at 10:22 AM, zapyoug said:

Two Maus and an RU med of choice seems like a way to pull 92% ish

If the other team has any clue, you still lose over and over, enemy teams rolls over all your bottom tanks > 2 maus vs whole army > defeat

in beta, the best way to make sure you wouldnt get skull fucked by a Russian bias IS7 / IS4, was to kill all the weak tanks, and just gang rape him, an IS4 was thus also barely worse as an IS7, since the IS4 has side and rear armor made it very though vs lower tiers, and could thus figth and win vs 4-5 others, an IS7 would simply get penetrated in hes rear or sides, and die.

and it WORKED:

  • protect your  Maus from weaklings, so the Maus kills the enemies big tank
  • kill the enemies big tank, so your Maus can roll up the other weaklings

it does require that people will start to do something, but given that camping shitnoobs would get stomped by top tiers over and over they would either quit, or change playstyle...

ps: same these maus and type 5 buffs force people to change the way they play, NO your worthless tier 9 medium SHOULD NOT be able to fight a tier 10 super heavy head on, fuck off or l2p.... (unless your unicum ofc, then you can bend the rules a bit and do whatever you want anyway playstyle wise

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Last thing I want is both team filled with tds for 1 level games

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