What i donāt get about it is: I am open ranked Plat 5 and climbing, on controller basically pigeon holed to Gold 4. Every time I get even close to 5 get knocked way down. (Cant believe I cant even get to lousy Gold 5! )
I mean shouldnāt the same MMR that is raising the open rank also be raising my controller solo/duo rank? Is there another MMR for each mode?
Iām probably in the minority that is happy there is a rank rest coming very soon.
Add learning the spawns and how a players position and team mates positions move the spawns to that list and its solid. Knowing the spawns is such a significant advantage. It also greatly helps decision making. Goes hand in hand with knowing when youāre pushing too far. especially because thereās some terrible spawns where 1 team mate being in the wrong spot will basically spawn a enemy right by you with you already in their sights.
You have a global MMR that has all your recent game data. It kind of represents your recent form. And itās done this way to reduce the data footprint of the system (otherwise you would be holding similar game data for all modes).
Each game mode then has an offset MMR. But it behaves like itās own curve - and has itās own values for spread (sigma) and volatility (k, or whatever label TrueSkill uses). They can be very different.
If you play well in one mode and push your global MMR up - then it drags all your other modeās MMRs up as well (because they behave as offsets).
If you are smashing it out in your favourite mode and push your global MMR up by 30 then this drags all your game mode MMRās in a similar vein. So if you go from 1200 to 1230 in your favourite mode, you may go from 600 to 630 in your least favourite mode.
Generally thatās ok - because form is somewhat universal. But if your MMR in your least favourite mode is still wide and volatile (you really havenāt played many games and are only there to do a challenge) then the matching can be similarly volatile. You just need to ride the storm until the curves mature.
Itāll be down to the player base size. I think most people play in open crossplay because they can enter with a full team. Solo/duo limits the party size and therefore the number of players who can enter it.
For example - if there are 4000 people in your area playing ranked, but 50% are in a squad of 4, then that means search times are longer in solo duo because it cuts the available playerbase in half. There will be a portion of the remaining 2000 that want to keep pushing their open rank, and therefore they will stick within the open playlist regardless of party size too - but It cannot be done the other way around because of party size limitations in solo/duo.
In short - the reason you canāt get above gold 4 is because people play it less. The opposing teams CSR will be more variable because they have less games sunk into the playlist, therefore their (and probably yours if itās the same situ) CSR gains will be way more volatile since the algorithm cannot determine the skill level as accurately for what is essentially a smaller playerbase
Other thing to take note of is your party skill level in open. If your teammates (fireteam especially) are a lower rank than you in open ranked, you will over perform and they will underperform. The net result is that they will gain a lower rank then they deserve, you will gain a higher rank than you deserve, but the team skill (used to matchmake) will stay roughly the same. This is the main problem with the ranking system as it currently exists.
I reached onyx 1550ish before the reset because I play with a team that has a wide variance (wife and friends - not purposeful cheesing but nontheless cheesing). In solo duo my starting rank is plat 4 after qualification. This means I could probably push it up to early diamondā¦.but not much further. In open though I qualified at diamond 5. Havenāt played as much but due to my teams composition could probably get that to onyx again. In short - Iām a diamond player with an over rank in open ranked. The variance is about 300CSR and that inaccuracy has come purely from team composition bringing the average team CSR down by approx 300CSR.
Youāre a gold 4. Not platinum. In the same way I am a plat 4; not onyx.
Itās because the MMR system is being used to keep players down. Every modern competitive game these days feature a skewed MMR system designed to hinder progress and ākeep you at your levelā
What dictates your level? Your Kills. Not Deaths not nothing. You just have to kill ALOT every match. And thatās what people are doing.
The MMR system just ranks you (in comparison to everyone else).
What tends to āhinder progressā is the player is no longer actually improving. And by that we mean actually improving. Not just winning a few games against equally ranked or lower opponents. They have hit their rank ceiling.
Beat better teams and you will rank up.
What invariably happens is that players win a few games and then get the opportunity to flex against a better team. But when they lose they tend to blame the system for making the game too hard - or blaming their team-mates for letting them down.
Some people even go full tin foil hat and accuse the system of deliberately choosing team-mates to make them lose.
But really. There are Gold 5ās out there blaming their team-mates because they arenāt Gold 6. And there are Diamond 3ās out there doing the same thing because they arenāt Diamond 4. And the same for Onyx 1650 or any other rank you choose.
Basically you have a skill ceiling. At some point you are no longer good enough to lift your team to important victories. And that is the MMR you settle into.
There are people ranked above or below you. And what is stopping your from moving up or down to join them is your performance. And not just as an individual, but how you work as a team.
This may be part of the reason you arenāt ranking up.
What dictates your level is mainly being able to beat the teams at your level and (especially) above.
Kills do come into it. Specifically KPM. But that just reflects your ability to win a 1v1 against that level of opponent.
And itās only a weighting.
Deaths per minute have a weighting as well. Just not as strong as KPM.
Not really. The expected kills on waypoint gives you an idea of where you are at. You pretty much only need a KPM around 1.2 to 1.5. Thatās 8 to 12 kills a match.
And itās not so much about beating up the lower ranked sides. Itās about matching the players ranked above you.
And then getting frustrated because itās not working.
They are approaching it from a wrong angle.
But mind you⦠if you are playing a bunch of Onyx players and get a high KPM then you really do need to rank up. Which is why the system finds this metric useful. It identifies the big fish in a small pond.
But the onus is clearly on 343 to explain the system better.