You also get higher-ranked players getting into low CSR lobbies because of deflated MMR.
And in most cases it’s not that bad because the MMR is fluctuating with form.
Where it jars the most is probably with MMRs across different game modes. Your performance in CTF, for example, may be much better or worse than your averaged MMR (and hence CSR).
I’m not sure that part of the equation is going to change much here.
It has always been based on the wins. Primarily.
Ever since TrueSkill was introduced.
Sadly people are just -yoinks- and will keep playing for themselves.
For example. KD has never been a ranking metric. Yet there are people out there that just can’t be convinced that it isn’t - and play in a way to protect their KD in spite of the objective and/or result.
It’s sad, but that will probably never change.
The numbers will make it so much easier.
Currently I have a little ruler that I made that I can put up against the bar post game. It works pretty well vs the bar in your Waypoint stats - which is a lot wider than the one on the Xbox.
But an on-screen number is very welcome.
I’m not entirely sure what has changed.
The CSR changes post game sound like they are going to be a bit more consistent? But the CSR is still going to chase the MMR?
We need more information on how this is going to be different.
I would love to seem them describe the actual algorithm.
TrueSkill2 is still there. It will find your ranking during placement. It will still guide your CSR. It still has an effect on matchmaking (which is why they used the term “primarily” with the CSR matching).
And they didn’t go into any specifics on how CSR will actually be allocated between players.
Your MMR has always worked primarily on the win. So teams who ignore the objective have always put themselves behind the 8-ball.