I’m worried about lower-skilled squads as well. What are newer players going to do when they want to play together? I sure as hell know that they’ll quickly stop squadding if they’re always put against T3/4s in their T1/2s. There should be a way to get groups of players with lower average stats(points per match, w/l ratio, etc. Things harder to game) to stay in the same tier when squadding if at least to START the willingness to team up with friends even if you run that willingness through the mud later.
Lower tier squads have already solved this problem- they’re gone. I just spent a couple hours fighting solo in Low T4-T3, and I saw a lot of other solo players, a few possible T3 duos, and one possible trio of T3, but not a single four man squad. If the MM works for lower tiers the same way as it does for upper, I should have seen some four man T2 squads, but I didn’t see any at all.
I must say that squad change is the only real positive in the patch for me. The basic rule of balanced matchmaking is that players should have 0.5 (50/50) win ratio if matchmaking works. Before squadding up with good players gave you guaranteed win ratio of something between 0.7 and 0.9 easily. In some cases, it went even higher, approaching 1. It was broken.
Many games do the same thing this change incorporated in SC: if they allow squads to be matchmade with randoms, they match them significantly higher than they otherwise would if they joined solo. A good example of this is LoL, which allows pairs to queue into solo queue, but assigns a significantly inflated MMR if you queue as a pair as opposed to queuing solo. And it works exceptionally well. In fact, at lower tiers of LoL where I mess around, it could be said it overcompensates, because I’ve observed that most duos are significantly worse than other three players ending up being the weak link regardless of their improved teamwork.
But overall the system function well to balance it out and allow pairs to queue with solo players in a balanced fashion.
I’m not terribly familiar with LoL, but as I understand it their MM only inflated a team’s rating. Our MM doesn’t inflate ratings- it provides the non-squadded players with a multitude of damage bonuses, extra abilities, extra health, and other statistical advantages from the higher rank of their ships. Our system may also bring around a 50/50 win/loss record for squads, but it’s not doing it by finding better players. It just awards statistical bonuses to the non-squadded.
It undermines an even more basic tenet of game design: Everyone must play by the same rules. Was my squad’s loss due to the pick-up team managing to pull together superior teamwork, or was it just flat-out better ships? _ Even worse _, was my victory over the other team’s squad due to my guys clicking and laying down the crossfire, or a result of the implant and module variety that the squadded people can’t hope to ever match? The victories are hollow and the losses unfair. Against those of equal rank, victory feels earned and defeat deserved. I may just stop playing in a PvP squad until this very serious problem is addressed, because playing against other people of the same rank feels more rewarding- even when I lose.
We may have gotten back four man PvP squads, but all the fun and enjoyment I used to get from being in one is gone. See ya’ll in the solo queue!