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It does not matter you can blast half the backline as a DPS or Tank to 2 healthbars , somehow they will still be wiped by a sneaky DPS like hanzo in the backline with a 1 vs 4 with not one shot reaching the backline to get the required pick, we did placements me and my friend are high platinum and we now don't touch it again prob for the next week cause the average playerbase under diamond is as dumb as a brick when it comes to target prioritization.
it's not rigged if you put elo or mmr into any game this is how it works, people who stop improving will be at a 50% win rate, thats how the match checks out
there's no evidence of it being used outside of cod... it wouldn't even really work in this game as the purpse of the system is to get people to want to buy the gun that the other guy killed them with because the new guns are in the battlepass
i don't know anyone who is buying skins in ow because they saw some guy with the skin wreck them, you can't even buy most skins because blizz rotates them out of the shop after like 2 weeks to fomo the whales
edit: if there was forced 50/50 no one would climb and everyone would just be stuck in their current rank
there's no organic gameplay in ow2.
yeah it starts getting to 47%-53% or whatever number you want around that range once someone gets to their rank... have you played a game with mmr/elo before? thats how every comp game works go play valorant and tell them that their game is rigged
matchmaker is just using numbers to try to give you a balanced game so it's not perfect and of course it can't account for human factors
if you are a gm you will not have a 50% winrate in the metal ranks lol, i'm a masters/diamond player and bronze-plat is a cake walk, you can carry in this game, once you start getting to your real rank your win rate will get closer to 50% unless you just force yourself to get better at the game...
you don't have any proof for it being rigged besides an old patent for cod, the patent literately says the point of it is that when players die they can see the item of the player that killed them and it will encourage them to buy it
i'm not a fanboy, i just think that implementing this system won't cause people to buy items in shop like the patent says because you can't buy power in the shop...
For the game to even be able to rig matches it has to have an understanding of your mmr, thats the only way it would know whos bad at the game and whos good at the game. For you to even have an mmr rating you need to win/lose games which aren't really possible to do in a rigged system... unless some games are rigged and some aren't.
I think people think it's rigged because they don't want to take self responsibility for being bad.
I play with 1 Grand Master, I'm Diamond, we only got 1 kill in 10 minutes and we lose badly. It's quickplay and we can't do anything.
Some of the teammates are playing like bots or newbies and I'm ok if they are NEW, but the matchmaking has to be broken.
in comp i have a winrate of over 60% on the 2 heroes i main
https://steamcommunity.com/id/me_play_game/screenshots/?appid=2357570
https://steamcommunity.com/id/me_play_game/screenshots/?appid=2357570
most games do not have an esports level player unless you are on the skill of an esports level player, the thing is a lot of people have low mmr in qp because they play heroes they are bad at/trying to learn and then them taking out their main makes them look like a god, but in comp everyone is try harding so the mmr is much more accurate
i will say tho in qp if a high skill player groups with a lower skilled player it will prob place them in a match where the low skill player will struggle and the high skill player will have an easy time
This is in comp not QP? In Comp you will have a high winrate until you actually get to your real skill level so if you're a diamond level player you will have a 60, 70% winrate at the elos below that as you climb makes complete sense why you'd have a good winrate in this mode on a newbie account IMO.
I think in QP the MM is way less forgiving because it stops giving a crap about finding players close to your skill level (to an extent), when it wants you to lose it puts you with players who have a much lower MMR against players with a higher MMR and it says you lost see you belong in this MMR but it doesn't really account for the quality of the game or how players are gonna feel playing hard and even sometimes doing well and still losing games.
In the long run over the span of 50 to 100 games I think both in comp and in QP you'll sit at around the correct MMR for your skill level but the experience you will get it with it can vary tremendously. IMO QP shouldn't have match making outside of location, there should be zero MMR for QP and I think the match quality will be a lot better tbh. If a good player joins a random game they'll feel themselves actually be good and make an impact on the game and vice versa.
I understand why Blizz doesnt want to do this though cuz when a bad player is responsible for a loss it will get toxic for that player who's just trying to chill. IDK man that's gaming though so you either have this crappy matchmaking now or you have a more toxic pre 2010 gaming session lol. But when you have this type of MM players will not be forced at a 50% WR in QP and it'll be obvious on profiles from the WRs who's actually good and who's not.
I wouldn't call this a noob account with almost 600 hours spent inside matches and every ow1 skin unlocked and i def have way more than 50-100 games played on every role.
I showed comp because both use the same system even though they are separate mmrs, quick play just hides it and there is no grouping restrictions like in ranked, personally in qp i mess around, try out new things and just try to have fun but in comp i try hard. The other day in qp i had a beach party on paraiso, until the timer ran out and we lost but who cares because it was fun.
This is my QP win rate https://steamcommunity.com/id/me_play_game/screenshot/2422444574626810527/
This is my all modes
https://steamcommunity.com/sharedfiles/filedetails/?id=3171368299
And I don't think these stats matter or are any indicator to if you are a good player or not, just that the game isn't forcing wins or losses beyond the mmr system adjusting as you win or lose.
That doesn't prove coincidence nor "forced win percentage". What you're seeing is the law of averages. If something is repeated enough times with a probability of success or failure, eventually the rate of success or failure will be around 50%.