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11/1/2018 7:55:37 AM
4
Definitely don't doubt this but it leaves two burning questions: WHY? What idiot would think this is a good idea? And HOW? The amount of programming alone required to pull this off would have to be amazing...
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  • for question 2; how: if {player KD > x; damagemultiplier x 0.25} else {damagemultiplier x 1.00}

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  • To be fair, I know NOTHING of programming

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  • Why is easy, to keep all things level on win/lose. If there was a larger player base and proper servers sbmm would work and everyone would be equally skilled. The top 10% complained previously about any sbmm because it made their games too hard-- much easier to stomp lower skilled players. The how, same kinda thing as the buff that builds when you don't get something like a nightfall exclusive. Wins add up to a debuff kind of mechanic lose a few and it's a buff. How that effects things could be anything from more likely to match teams or more skilled players, or the reverse.

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  • I see where you guys are going with this! No wonder people get thrown into half played losing matches! It all has something to do with "catch up mechanics"! The half played losing games seems to be a micro adjustment to the win/loss ratio to the "catch up mechanics"! Bungo Bungie can implement an automatic damage multiplier to track, (YES! You heard me right! YOU ARE BEING TRACKED IN THIS GAME!) by using an algorithm to track and to keep track of progress and to alter damage multipliers one way or the other! This explains as to why weapons will do great one match and will do crappy the very next match! Heck, I've seen changes like that happen in the middle of a match! Ever do great the first half of the match and in the second half suck? This is the EXACT same catch up mechanics used in Overwatch!

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