Talk:Matchmaking/@comment-31211177-20170202094349

I have been playing almost since the game was released for Android.

I have a fundamental disgreement with this sort of matchmaking being used when a game has both skill components and pay-to-win components.

When I play Vainglory, for example. Nothing about game play is affected by money spent. So win/loss and statistical based matchmaking makes sense.

When I play War Robots, skill is nearly completely eclipsed by money spent in any match unless all players have lvl 12 top tier bots and lvl 12 top tier weapons.

You should *not* mix the two in some formula in a skill game that has a major pay-to-win component.

IMHO, you should have 5 (3? 7?) Hanger Tiers for matches. And an indicator that tells you which Hangar Tier that your current hangar setup will place you in. Change anything and it recalcs, updating the indicator. (Hell, give us more than one hangar!) The calc would be solely based on your bots (and their levels) and your weapons (and their levels). Then skill is just plain skill. If there is some desire to protect the least skilled, then make some subtle and gradual shading within each Hangar Tier.