Its about specific gametypes smart4a55. And yes you clearly have no clue how mmr works. If you are so confident on your ability why have you disabled your stats on tracker? Cant find proof of what you say so to me all your statements are bs just like the statement you made about overshields being balanced in last man standing. Lmao even 343 nerfed their amount coz of extreme backlash. You cleraly dont make the brightest statements.
My stats arenât hidden on Halotracker.
I won 7 games in a row of Last Spartan Standing on the weekend. Iâm enjoying the drop pods. If people complained, they complained but I liked it. Iâm not going back on my own thoughts because they are changing it due to players crying cus they got busted at the endgame by big papa Kenâs big papa OS.
Point still stands the overwhelming majority said the amount of powerups was absurd hence the nerf. You said it was balanced and you just looked like a not so smart person
. People complained coz it was cheesy to win with two overshields every time. It took the tention out of the game.
The key is to sweat your -yoink- off in ranked. I do it all the time. Desperately trying to rise above my station.
Then, when you hit social. Relax and play to the level you want to. The offsets on your âSocial MMRâ will match you at this level of effort. I have lots of fun mucking around with mates in Social. We get a pretty good range of games. Win some. Lose some. Enjoy always. It feels completely different to ranked.
Use different weapons. Go for vehicle splatters. Try and pull off silly kills.
The trick is not to get all sweaty when you are losing. Because if you suddenly feel you have to carry the team to glorious purpose. Then you will start to get âsweatierâ opponents. This is the problem with people who donât like SBMM. They canât let go. They want to run the same tactics and movement patterns they do in ranked. They want to control the game and smash the enemy.
Itâs just not very social.
Less will mean you are more likely to get shafted at the end hence why I said it was fine. When they reign down freely there is always plenty around so you donât get one player with powerup and one without. Everyone acting like they lost to a guy with OS when they went hunting for last man without securing map control or a powerup. What do you expect? Now it just means one might drop next to you and not them or vice versa.
Part of the end game is managing the other player and baiting out their powerups while saving your own. With less it will just mean more instances where one player has one and the other doesnât meaning that other player will have a serious disadvantage. Where as with more better opportunities of a powerup endgame.
Maybe the balance should be no powerups drop when the circle starts to shrink?
But hey enough of that, this topic is about sbmm and why it should stay in.
Yeah man people seem to forget that your MMR data is shared but your playlist MMR is different depending on the playlist.
Kind of true but do you remeber the glory days of halo 3 where social games where actually social? Do you think that the complains that people make about the modern day sbmm are unjustified?
Itâd definitely stems from that Reddit post.
Where the guy started a new account, played a heap of Bots, amassed a huge Bot MMR, and then went into ranked and faced Onyx 2000+ players.
Obviously that was just TS2 using a seeding MMR. But people are now convinced there is this âone global flat earth hidden lizard MMRâ.
It think the problem is the single ranked playlist. In Halo 5 people could see plain as day that each playlist had itâs own functional MMR.
Yeah that was a really dumb reddit post.
What sucks for me the most, is that the current focus of Halo Infinite is on the Arena team modes, where you always play in damn squads! In 4vs4 matches if just ONE of your team mates sucks, he can ruin the game for the entire team, whereas in old Halo games that had 8vs8 even if two of your team mates sucked, the rest could still shine.
Moreover, with melee lunging activated in every weapon, the enemy players wonât just team shoot you, but at least one of them will run towards you to melee lunge you (because running towards enemy fire makes so much sense, doesnât it?) and if he doesnât succeed to kill you, someone else will assist and finish you off for sure. Thus, having a team mate by your side seems almost mandatory now. You canât enjoy one on one showdowns in team games anymore.
The alternative is a Game Browser. Check out the pings, map, game modes etc. and pick where you want to play from the buffet.
The following MMR values are from your first LSS match, which I assume is pulling your hidden MMR from other playlist(s) to estimate who you should be playing against in the new list. (I have noticed that MMR values seem to go way down over time for everyone in LSS so Iâm not sure whatâs going on there but it seems the first LSS match played offers a pretty decent snapshot of the hidden MMR for most people.)
@Ken_CTF Your hidden MMR was 1586.3
http://halodatahive.com/Infinite/Match/54b88b91-5890-42db-9e5f-4f36e9bc73e1?gamertag=Ken%20CTF&page=15
@C0LD5H0T (edit: wrong C0LD5H0T, sorry) Your hidden MMR was 2448.9
http://halodatahive.com/Infinite/Match/69c1fa1b-dbdf-4c4f-acb2-e6cd48068e10?gamertag=Cold5hot&page=0
Do what you like with this information.
@Darwi You may also be interested in this information/website.
Definitely. A slider for connection vs skilled based matches.
But cynically, most of the anti-SBMM proponents are going to be annoyed when most of the players they like to âchillâ against opt out.
As an aside to your argument⌠I think the biggest problem with Social is that it played too much like ranked. 4v4 on the same maps. Same game modes. Similar weapons set ups.
I think multi-team would fix this. 5v5 or, even better, 3v3v3.
The extra players disrupt typical ranked tactics. More chaos (which is what you really want in Social). The 3v3v3 especially as you are always outnumbered 2:1.
Itâs ridiculous to put ranked players on the same maps etc and expect them to play differently.
Thanks. Iâll check it out. Something about the team âaverage MMRâ data being captured⌠But being your individual MMR in a FFA game.
Edit. It says my MMR is 564. Iâve been struggling in LSS. Which is fine. Iâve been mucking around.
But my ranked MMR is Dimond 1.
Can we use this as proof that there are indeed functionally different MMRs for each playlist. That the difference between social and ranked is purely attitude.
Aka, âI want to be able to play people so bad at the game even I can beat them and feel good about myselfâ, type person I see you areâŚ
Nah⌠You can play vs Bot matches if you want those type matches.
Yes, I think thatâs what is going on.
Whatâs interesting is that for anyone who has played a bunch of LSS matches, it pulls this MMR number way down.
It may be that the system is starting based on kill rates, k/d, etc. from other playlists. And because of the type of game LSS is, those numbers are a lot lower than a normal game. So everyoneâs MRR numbers for LSS are getting crunched down into a smaller range.
If the SBMM parameters are still the same as other playlists, this would have an effect of making the SBMM less strict. But it will be interesting to see if the system âlearnsâ as more matches are played and spreads players back out appropriately.
This isnât the topic creator. That guy is a beast.
C0ld5h0t had about 1850 going into LSS which isnât far off mine. Bear in mind I took a 6 week break and time off lowers MMR. I was just using it as an example to refute the fact games were taking an hour to find a match and the social is too hard for me thing. Because it really ainât like that.
Like I said it seems that a playerâs first LSS game gives a better snapshot of their âglobalâ MMR as continuing to play LSS pulls that MMR value down for everyone, including pro players.
It does seem that different playlists have different MMR values but it also seems that there is still a global MMR value that is trying to connect everything. It is also unclear how performance in one playlist can affect the matchmaking in another playlist on a day-to-day basis.
I just searched the forum name. Oh well.
Whoever it is, playing LSS matches brought their MMR down to 861.6 from 2448.9. That kind of fluctuation seems crazy to me.
http://halodatahive.com/Player/Infinite/Cold5hot
Yeah that guy is nuts, the TC has 0 not Oâs.
Itâs because MMR is inferred based on correlation then amended accordingly per playlist.
Itâs why players can aggressively rank up on ranked and chill in social without the two actually overlapping too much. There is still correlation so you will still see some crossover.
It would be cool to see what your first game MMR was.
TrueSkill2 is supposed to seed with the closest MMR it has. For LSS you would think it would take it from FFA/Rumble pit first, then Quick Play, and finally ranked. But the discussion paper didnât go into the details about what or how it determined the âclosestâ MMR.
Or the other way of thinking is just go with your Ranked MMR.
The way it is supposed to work is that there are global MMR variables that are shared. eg. for âformâ and âtime since last playedâ. I donât think this global data represents an actual MMR per se.
Each playlist MMR is supposed to have itâs own offsets. At the very least it would be data that describes the MMR curve and itâs behaviour; x position, mean, standard deviation, and consistency (the variables that dictate the speed your MMR curve is narrowing).