The bigger the flux the faster the system can “ball park” your rank.
It’s essentially why systems such as TS2 can find your rank so quickly. As opposed to simple W/L sorting systems.
I don’t think they open it up quite as much with a new season as they do for a brand new account.
But by making the curve volatile they give you a chance (at least over 10 games) to prove you deserve to rank up (or down). By the end of the season you probably have a few hundred games under your belt and your MMR curve is relatively locked.
Once settled peoples ranks really don’t change. They may fluctuate with form (eg. the +/- 150). But they don’t change. It’s really hard to rank up above your skill ceiling. You have to practice. A lot.
So once the system has established your rank - it doesn’t need to worry about micro-fluctuations.
There are certainly weightings in your MMR for “form”. Probably as part of your global part of your MMR curve. I think the main aim for this is to gently push your opponents in the direction to help you rank up or down - but it would also help to even out your games overall.
Once you’ve played 50-100 games the system knows your rank. And you know your rank. It’s not going to change that much.
From that “base” I don’t think the system is ever going to feed you unwinnable matches. Yes, you might be off. But your team-mates and opponents are having similarly good / bad spreads. It should all wash out.
I think you’ve answered the question here. It does take that many games to smurf a mature account. So it just goes to show that a few good or bad games isn’t going to upset your apple cart.
Smurfs on new accounts are a different kettle of fish though.
In H5 we had a script that calculated how far you were from the lead and applied different trait profiles. It worked well. But unfortunately you could only get a scripting reference on who died. So acting on the killer is new to us.
It will be trial and error - but we thought hitting 40%-50% reduction in damage by the time you hit a killing streak would work well. The other thought was to pop your shields permanently on the third kill.
We have a weekly Halo group. So I have a captive audience of “willing” participants.
Yep. But, but in our case it’s going to be the Diamond / Onyx players going on a tear. So it’s OK to have a consistent penalty to slow them down and make it easier for the lower ranked players to fight back.
At the end of each night we used to play Shotguns on Beaver Creek. First to 50. Obviously the good players rocked. So I Forged a bunch of OS into the middle and only the designated “sponges” could use them. What we found is the good players still won - but the bad players still had a good time. And they actually got better at strafing and aiming because they weren’t dying 5 seconds after spawning.