Hi there, top 3% overall (by overall KD) I have never left a competitive, or trials match, but casual? Here is my view, if I’m put in a match that’s like 20-70 already? It’s just not worth it because at that point a team is already trapped and I’m not gunna sit there and spawn die to supers for the next 2 minutes for a mercy, I thinks that’s a fair and valid point, I’d be more inclined if supers were relative if you were placed in progress, like if your supers base time was 5 minutes and you get placed into a match in progress 5 minutes in, you should spawn in with super that’s just me.
But the biggest thing for me is the fun of it, I play crucible for fun, and I actually have a pretty high match loss rate, I lose more matches than I win for a similar reason to a lot of other people here, lopsided lobbies, when I load into matches and see a team where out of my 5 team mates an average of 0.7-1.2 are present and I’m hosting a 3.0+ it’s pretty clear I’m quickly going to become the target while my team is farmed, which I’m game for a challenge but emphasis on challenge, not a team shot battle where I’m constantly alone because my team mates are dead more than alive and I’m constantly in 1v4s against 2.0s. It just ends up becoming a spawn trap mess where one side gets farmed not even able to fight back because people are getting killed before their feet touch the ground in animation, like how can you reasonably tell me it’s fun to play matches you can’t play? Because I’ve got more than a fair few clips of spawning in plain sight of an enemy only to be killed before the spawn animation even allows me to move. In fact one of my favorite was I peeked a corner and got sniped, sure fine enough, but it wasnt on that o got respawned instantly literally only a meter from where I just died straight in line of sight of the same sniper, fortunately he missed the second shot.
Now don’t get my wrong I have Redrix report, I’ve gone negative in matches, I’m not avoiding that, but I stay positive far far more, I’m just not game to sit there and be spawn farmed because of one sided lobbies. I would rather have a tough match where it’s like 148-150 than 90-12 or 47-139 or whatever nonsense.
I’d also like to point out I don’t normally stack either, in fact I’m rarely with more than 2 other people for crucible. 90% of my matches are likely solo play. And bungie also openly admitted that over 50% of matches were predetermined due to massive gaps in skill, and depending on how those teams were split up, you ended up with matches where one side has less than a 8% chance of winning. It’s been a statistically backed point for awhile now that matchmaking was in a very unfair spot, where even if you are good, you can get heavily punished against lobby balancing.
I don’t know how this season will play out with changes, but the long and short of it is I understand why people leave QP matches, the system has been in an increasingly unfavorable position. I wouldn’t even be opposed to a bracketing system to create more even matches. But lastly I want to point out that I don’t want it misconstrued that I’m saying oh “my team mates are bad” I’m not an elitist, I am well aware and I tell other high skill players that averages exist, you wouldn’t be considered good if everyone else was just as good, then you’d just be average. I’m top 3% because the other 97% exist. What I’m talking about is lopsided lobbies where team average can have an average of over 1.0 difference between teams, and that is a problem. Wether you are at the top of the bottom, that doesn’t feel good.
I haven’t spent much time outside of mayhem
To get a feel for it yet since mayhem is my favorite pvp mode atm (cracked top 500 last season for a short bit) but control has always seemed very unbalanced.
English
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Upvoting for the fact that I rarely see such a well-written post from a top-percenter. Excellent work, sir, and have a wonderfully good day!
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Would there be a case for making QP solo queue only. (Very aged Moving target guardian posting)
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I see what you are thinking but it’s not just a stack problem, it’s a lobby problem, to which in a future season they are looking at stack balancing in lobbies, which idk how that’ll look, but in all it comes down to the individual way the teams are formed which causes these massive gaps. Even being where I’m at I’ll end up in matches where my teams average is significantly lower than the others team, or vice versa.
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I thought it would be fairly trivial, programming wise, to balance the teams once the lobby was full. After all, their only allocating Guardians/Moving Targets to equalize KD/KDA for two six person teams. As I said I’m old and may be commenting through my posterior.
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Team one G/MT 1,4,5,7,10,11 Team two G/MT 2,3,6,8,9,12 Assuming 1,2,3 & 4 are fairly closely aligned in KD/KDA. (Big assumption) Or allocate based on trying to equalize team average KD/KDA. I was a .63 - .67 for most of the last two seasons, so am probably classed as an MT rather than a G. :-) played 16 Mayhem this week, to complete the 50 G kills, even in Mayhem Guardians are either bailing or losing connection.
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Edited by nonchalantone: 8/29/2022 11:18:23 PMTldr: Basically you're a top 3%'er, and you're not gonna stick around to get "farmed". (If you're in the top 3%, why leave?)... But I can guarantee you that your high KD had something to do with you doing some "farming" yourself. Not from playing others that could just as easily farm you.
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My top 3% comes from over 1100 hours of crucible over 3.5 years. I steadily went from 1.1-1.6 over that time, that’s overall, seasonally my kd was around 2.2kd and about 3.1 ish kda. Even in trials I have around a 1.45kd average over several hundred matches which is commonly against sweats. My comp score is lower because I played it a lot more way back when I wasn’t as good. I also don’t stack, but feel free to keep on the personal attack to spin it how you will, you can check my recent matches if you like, like I said openly I lose more matches than I win in QP, I’m pretty sure my win rate for both comp and trials is over 50% but I have to double check that, so oddly enough my averages are almost better in sweat modes than in QP, hmmm odd, also kinda poor stance considering bungie openly admitted over 50% of matches were being decided before a shot was fired, and that was just on skill gaps between team balancing, that’s not accounting for other factors, but that’s a different discussion. In fact I’ll spin you one better, last season when I was playing comp in freelance, I had a streak where within 20 matches I had 10 where someone quit on my team before we even landed and only once on the other team, and one of those 10, I had a 1v3 and it still ended 3-4 how’s that? When it’s SBMM, so a sbmm mode like comp playing 1v3 I still ended the match 3-4, because I was trading most lives despite being outnumbered, the rounds I won were from biding my time after scoring a kill lead. And as I said I never have left comp or trials. QP is supposed to be a more casual and fun experience all around, if I get spawned in a match in progress where it’s 3v6 and I get spawn killed over and over, yea no need to stay. There is absolutely 0 point in staying in that scenario. Now here is the thing, I myself REFUSE to spawn trap. In fact I mostly like sticking around the long-mid ranges, if you checked my weapon stats you would find I’m very much a scout main, I don’t like pushing blindly like a shotgun ape. I use mine defensively. I actually have videos proving I refuse, I pushed up with a sniper and dropped 3 that were holding a point, a guy spawned in back and I let him go because that’s just super sucky. Even in mayhem if I see people spawn, I move away, I at least give people time to have a chance at fighting. My most recent match today in fact was an in progress match that was even all game, you can check me out on Redrix it will show it, and I was absolutely top frag in the lobby despite being mid game and trapped in the back. I spent most of the match trapped in back trying to hold ground as the rest of my team was basically feeding. But I’m more than up to hashing out this whole conversation over the reasoning and morale plight of it, at the end of the day it comes down the QP not living up to the experience. I’ve said it before and I’ll say it again, I’d rather a 148-150 match than a one sided smack down in either direction, and at the point of spawn trapping where you physically cannot defend yourself, no thanks. That scenario shouldn’t happen “cough” dead cliffs “cough”
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[quote]My top 3% comes from over 1100 hours of crucible over 3.5 years. I steadily went from 1.1-1.6 over that time, that’s overall, seasonally my kd was around 2.2kd and about 3.1 ish kda. Even in trials I have around a 1.45kd average over several hundred matches which is commonly against sweats. My comp score is lower because I played it a lot more way back when I wasn’t as good. I also don’t stack, but feel free to keep on the personal attack to spin it how you will, you can check my recent matches if you like, like I said openly I lose more matches than I win in QP, I’m pretty sure my win rate for both comp and trials is over 50% but I have to double check that, so oddly enough my averages are almost better in sweat modes than in QP, hmmm odd, also kinda poor stance considering bungie openly admitted over 50% of matches were being decided before a shot was fired, and that was just on skill gaps between team balancing, that’s not accounting for other factors, but that’s a different discussion. In fact I’ll spin you one better, last season when I was playing comp in freelance, I had a streak where within 20 matches I had 10 where someone quit on my team before we even landed and only once on the other team, and one of those 10, I had a 1v3 and it still ended 3-4 how’s that? When it’s SBMM, so a sbmm mode like comp playing 1v3 I still ended the match 3-4, because I was trading most lives despite being outnumbered, the rounds I won were from biding my time after scoring a kill lead. And as I said I never have left comp or trials. QP is supposed to be a more casual and fun experience all around, if I get spawned in a match in progress where it’s 3v6 and I get spawn killed over and over, yea no need to stay. There is absolutely 0 point in staying in that scenario. Now here is the thing, I myself REFUSE to spawn trap. In fact I mostly like sticking around the long-mid ranges, if you checked my weapon stats you would find I’m very much a scout main, I don’t like pushing blindly like a shotgun ape. I use mine defensively. I actually have videos proving I refuse, I pushed up with a sniper and dropped 3 that were holding a point, a guy spawned in back and I let him go because that’s just super sucky. Even in mayhem if I see people spawn, I move away, I at least give people time to have a chance at fighting. My most recent match today in fact was an in progress match that was even all game, you can check me out on Redrix it will show it, and I was absolutely top frag in the lobby despite being mid game and trapped in the back. I spent most of the match trapped in back trying to hold ground as the rest of my team was basically feeding. But I’m more than up to hashing out this whole conversation over the reasoning and morale plight of it, at the end of the day it comes down the QP not living up to the experience. I’ve said it before and I’ll say it again, I’d rather a 148-150 match than a one sided smack down in either direction, and at the point of spawn trapping where you physically cannot defend yourself, no thanks. That scenario shouldn’t happen “cough” dead cliffs “cough”[/quote] How did u get so much better from 1.1kd? Just curious, I want to get better.
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Honestly there are a lot of factors, experience is definitely a good teacher, but I am very big into customization, so learning and understanding what everything does and how they work and feel is super important. There is no simple 1 trick for “getting good” regardless of the method you find, or explanation that helps core concepts clock better, it will always come down to practicing it. I am autistic so for me games come naturally, I’m fascinated by it all, so I tend to just absorb. I also made a point about practicing with a variety of everything, like I prefer scouts, but I’ve used every archetype, and several dozen combinations of weapon types. There are several core things I usually teach people about getting good, finding a style that suits you, and then learning how to build into that style, because even though we have a meta, it’s important to find those things that just feel right and reliable to you. It’s great to Build into it, be adaptable in its usage and understand the ranges you can best engage. Depending on what you use and what map you get (map knowledge is a great asset) knowing what prominent lanes and angles you can see and be seen from are important. This follows right to positioning, you want to try to always position yourself with an out, you don’t want to box yourself into a corner before the enemy can, I mean you’ll probably get flanked, but you want to minimize it by knowing where you can and can’t be seen from, same can be said for knowing where you are relevant to your team/fireteam, and adjusting for the flow of combat. You want to have an escape route, like if you are alone on a lane and you see 2 people or more round a corner you most likely don’t want to engage alone so it’s strategically safer to reevaluate your position and find a new angle, sometimes by element of surprise if you play more ranged, even if two people round a corner I can drop both because by the time they pinpoint where it’s coming from I already dropped the first and now I’m 1v1 with the second. Another is understanding weapons, some weapons inherently perform better, knowing what kills you is important to understanding how to counter it, if you are constantly getting aped by a shotgun or fusions, then you might want to adapt by keeping away from Tight spaces and laned corners to prevent opening yourself up, while also keeping yourself close enough to a corner to pull back so you aren’t just open season, it’s also important for knowing engagement ranges, and how to approach a fight, personally I recommend trying out a variety of weapons to get a feel. Lastly, aim, you want to adapt your aim for reaction time. So for sniping I give the tip that you want to get accustom for aiming about chest level at a corner if you’re trying to bait, and also don’t place your reticle flush with the wall, space it about 1-2 dots worth away, this is for 2 reasons, the first is as you approach higher skill sometimes play crouched to throw you off or slide around corners, so it lessens the time to pull the scope down or up by being non that sweet spot in between, then it’s just micro adjustments, and secondly following this by having your scope alittle off the wall you give your brain that split moment in time to comprehend that you’ve seen someone to pulling the trigger, this way there is less margin of error in adjusting so you aren’t trying to now chase your target. I’d be happy to give you more info but sadly none of this info can matter without practice, it’s not going to be a quick thing like I said before over 1100 hours over the last 3.5 years playing, so I’ve had alot of practice to apply this. Like I tell some of my friends, there is a certain point where you can’t approach the game as a casual experience, to an extent you kinda “have to care” about playing to win. A good piece of advice when it comes to situational awareness is using context clues, like watching for bullet paths, or seeing where team mates die on radar, seeing how quickly a point is captured, stuff like that, good indicators of where the action is.
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[quote]Honestly there are a lot of factors, experience is definitely a good teacher, but I am very big into customization, so learning and understanding what everything does and how they work and feel is super important. There is no simple 1 trick for “getting good” regardless of the method you find, or explanation that helps core concepts clock better, it will always come down to practicing it. I am autistic so for me games come naturally, I’m fascinated by it all, so I tend to just absorb. I also made a point about practicing with a variety of everything, like I prefer scouts, but I’ve used every archetype, and several dozen combinations of weapon types. There are several core things I usually teach people about getting good, finding a style that suits you, and then learning how to build into that style, because even though we have a meta, it’s important to find those things that just feel right and reliable to you. It’s great to Build into it, be adaptable in its usage and understand the ranges you can best engage. Depending on what you use and what map you get (map knowledge is a great asset) knowing what prominent lanes and angles you can see and be seen from are important. This follows right to positioning, you want to try to always position yourself with an out, you don’t want to box yourself into a corner before the enemy can, I mean you’ll probably get flanked, but you want to minimize it by knowing where you can and can’t be seen from, same can be said for knowing where you are relevant to your team/fireteam, and adjusting for the flow of combat. You want to have an escape route, like if you are alone on a lane and you see 2 people or more round a corner you most likely don’t want to engage alone so it’s strategically safer to reevaluate your position and find a new angle, sometimes by element of surprise if you play more ranged, even if two people round a corner I can drop both because by the time they pinpoint where it’s coming from I already dropped the first and now I’m 1v1 with the second. Another is understanding weapons, some weapons inherently perform better, knowing what kills you is important to understanding how to counter it, if you are constantly getting aped by a shotgun or fusions, then you might want to adapt by keeping away from Tight spaces and laned corners to prevent opening yourself up, while also keeping yourself close enough to a corner to pull back so you aren’t just open season, it’s also important for knowing engagement ranges, and how to approach a fight, personally I recommend trying out a variety of weapons to get a feel. Lastly, aim, you want to adapt your aim for reaction time. So for sniping I give the tip that you want to get accustom for aiming about chest level at a corner if you’re trying to bait, and also don’t place your reticle flush with the wall, space it about 1-2 dots worth away, this is for 2 reasons, the first is as you approach higher skill sometimes play crouched to throw you off or slide around corners, so it lessens the time to pull the scope down or up by being non that sweet spot in between, then it’s just micro adjustments, and secondly following this by having your scope alittle off the wall you give your brain that split moment in time to comprehend that you’ve seen someone to pulling the trigger, this way there is less margin of error in adjusting so you aren’t trying to now chase your target. I’d be happy to give you more info but sadly none of this info can matter without practice, it’s not going to be a quick thing like I said before over 1100 hours over the last 3.5 years playing, so I’ve had alot of practice to apply this. Like I tell some of my friends, there is a certain point where you can’t approach the game as a casual experience, to an extent you kinda “have to care” about playing to win. A good piece of advice when it comes to situational awareness is using context clues, like watching for bullet paths, or seeing where team mates die on radar, seeing how quickly a point is captured, stuff like that, good indicators of where the action is.[/quote] Man, excellent advice. Thanks.