CSR is needs adjusted in matchmaking

I’m onyx and have realized the csr seriously needs to be adjusted. I won over 25 games the other day only lost about 5-6 and only gained about 20 csr. Today I won maybe 65% of my games and went down almost 150 csr. How is this fair??? Also I noted unless you go extremely positive you do not go up more than 5 csr. You could have 5 flag caps, go neutral and not go up at all with the win. This REALLY needs fixed…

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It’s only fair in the context of the quality of your opponents.

If you beat a team that is ranked equal or lower - you don’t deserve to rank up much.

But if you lose to a team that is ranked way below you - it’s going to bite hard on your rank.

And while there is a weighting for personal performance - the win/loss is king when it comes to ranking. It is, after all, a team game.

And keep in mind that internally your MMR may not have been going up as much as your CSR so when you finally lost a game or two it took the opportunity to bring your CSR back to match.

Plus once you are deep into Onxy the system doesn’t work as well. You don’t get to play enough games against the right opponents for the system to rank you accurately (you need tournament structures for that). So the grind becomes a bit artificial in that there is a cap on maximum gain (I think it got as low as 3 CSR in Halo 5) but not so much on loss.

There is not much they can do. Other wise the cream of the talent would just keep going up and up and up.

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This system is doo doo. they should just do what Rainbow Six Siege does…

Don’t leave us hanging… it does what?

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I don’t know, seems perfectly fine to me:
https://halotracker.com/halo-infinite/match/837d7069-1690-4760-b409-accb6d905a3a
(1200 matched with up to 2000, that’s just disgusting…)

Jokes aside, I completely agree that the Ranking system in general is just absolutely horrible. Afaik it’s impossible to level down until you’re very close to Onyx (at least I never lost any MMR or CSR). But the game matches you with players who are WAY out of your league and doesn’t seem to have a sense of balancing the teams properly.

Somehow R6S just does it way better. First few games are very fast in leveling up and down and the more you play, the more difficult it gets. You gain and lose less points. At least that’s how it worked back when I played R6S which has been a while.

It would be hard for the system to regularly find other Onyx 2000 rated players… so at some stage it has to make the best match it can.

The other mismatches come when players of varying MMR squad up.

The matchmaking system will do it’s best to match the teams to provide a close game. On those occasions it can’t it will still take the team ranks into consideration when ranking up or down at the end of the game. Losing to a side ranked significantly above you will cost you little to no CSR - but beating them on the otherhand!!!

I can’t comment on the Onyx level ranking… sadly… but for a hardworking Platinum 5 it seems to be working pretty well. You get a bit of a sense re: the talent of the opposition and you know when you’ve just lost a game to a lower ranked team and the CSR is going to take a hit.

I completely disagree with that. I rarely have matches without at least one Onyx player which makes me believe there’s more than enough Onyx players out there to match eachother. The gaps seem to be pretty large usually and I’m almost always the player with the lowest rank (almost never have I found anyone in Platinum, certainly never Gold - Diamond and Onyx is all I’m getting).
Feel free to take a look at the past few matches of my Crossplay match history here (I’m still Platinum in Crossplay):
https://halotracker.com/halo-infinite/profile/xbl/CommanderCH2863/overview?experience=ranked&playlist=edfef3ac-9cbe-4fa2-b949-8f29deafd483
Doesn’t look much better in Solo/Duo Controller either.

Isn’t the idea to put players with similar skill into same matches? Looking at my match history, I shouldn’t find that many Onyx players really, especially not in Solo/Duo…

I mean sure, I shouldn’t lose many CSR when losing against those players completely above my skill-level. In fact, none at all as it seems… is it the purpose to really not lose ANY CSR though? Not even a single point?

Also I found another even match (12% chance of winning) that we somehow won with a miracle:
https://halotracker.com/halo-infinite/match/c93d7329-1a96-4f4f-8cc1-99b84015dd48
Obviously with me as Platinum player taking the huge penalty of not enjoying the game at all and performing absolutely terrible. Hey at least I got some CSR eventhough my performance was dog-s*it.

Something just aint right with Ranked, seriously… this matchmaking with almost constant Onyx matches is also what makes me refrain from playing Ranked matches unless a weekly challenge demands it. I despise this mode.

https://www.windowscentral.com/how-rainbow-six-siege-rank-system-works

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Had a quick read through. Looks pretty much identical to Halo?

Is there anything different?

Based on TrueSkill. Tiered ranks. 10 placement games. Ranking based on wins and losses. Change of rank determined by the difference in team ranks.

The only thing different is that a limit to partying up with anyone more than 1000 MMR apart.

It doesn’t go off individual performance. It takes into consideration your last seasons rank too during placements. You are locked in closer with people of your ranking. So you won’t have people far below or far above you… difference is around 125 MMR. A win grants MMR, if the average level is above or below yours (which isn’t much), you gain a small increase or decrease. The first 25 games after your placement matches give you a boost in MMR obtained or lost to expedite to your true rank so it doesn’t become saturated. I.E. a plat 4 that’s really an onyx playing against actual plat players. After your gain so many wins, (like 400+) you get a reduction of MMR down to basically +1 for a win or loss.

R6s has equal, and balanced matchmaking. It’s one of the best out there. Andddd it has WAY more to deal with than Halo. 343 is just bad at managing what they touch. https://www.youtube.com/watch?v=UWK41w9VpOA

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Halo pretty much doesn’t either. The weighting for individual performance is minor - but validated (they published a paper discussing this online).

As does Halo. And if you have never played the particular playlist it infers a starting MMR from the most similar ranking you already have.

This sounds like an excellent idea.

Same as Halo.

Pretty much the same as Halo. When you start out your MMR has a high standard deviation (TrueSkill treats your skill rank as a normal curve). How much your rank can change is more volatile - but essentially allows the system to quickly “ball park you”. The more games you play, the more confidence the system has, the lower your standard deviation becomes (the curve narrows).

When you re-place next season the system essentially opens up the width of your curve again (the opposite of Halo 3’s rank locking problem).

Sounds like R6 puts a number limit of 25 games before it narrows the curve. I don’t know how many Halo takes - but I get the impression it narrows the curve on your performance vs expectation.

I’ll take your word for it. Both are managed by TrueSkill. Both seem very similar on paper. Except for the MMR banding on squads - I like that idea.