Trying to understand SBMM - 20 match experiment
(Warning: long post that probably wont interests you if you are "I feel the truth in my gut"-kinda guy. Its possible to just jump to summery =)
I wanted, mostly for my own sake, see if I could debunk some of the "rumors" about SBMM, and maybe see if I could find some new patterns etc. So yesterday, from about 7pm to 9pm on EU Amsterdam, did I play 20 matches in straight succession, solo with Randoms, and took a screenshot of :
1) My squad - to find patterns in getting low skilled/low levels or high skilled based on previous match performance
2) The match's champion squad -for same reasons as in 1)
3) The diving trails from the dropship, after the ship's first part of the flight path - to get a measurement of predator- and diamond trails.
4) The match summery - to find patterns in getting high/low dmg affect on next match matchings, and also see pattern of your skill vs your random teammates.
Worth mentioning is that I always let one of the randoms be the jump master + I always stayed in the game to the squad was eliminated, which made me play not so aggressive as I use to do when playing with randoms, but instead tried to play "as a team".
Here is the result:
Champ squad: h (high) if 2 or more in the squad had 2.5k-4k dmg badge and/or 20 kills badge and/or level 500 and/or is or has been Diamond-to-Predator, l (low) otherwise.
i,e pretty "broad" definition of what a high skilled champ squad is (I wouldn't call one Diamond + one guy with a 2.5k dmg badge a super hot squad tbh =)
Squad: My own squad. Same classification as for champ squad. Keep in mind that I have 3k dmg on both LF and Pathfinder, so to have my own squad classed as "high", just one other player meeting those criteria is needed.
(Ignore those) Kills before:just to keep track for my own sake. Legend: what legend (Lifeline or Path) I played that match
Kills, DMG(me) and DMG(teammates) : self explanatory ; kills, my dmg and my two teammates dmg that match. n/a means I only got 1 random
Placed: match placement
Trails: What get an estimation how many diamonds and predators I could see at the early hot drops.
Summery:
I honestly couldnt find any real patterns in anything that would relate my teammates or overall skill level of the lobby with past games results. Much of the results was more a result of other circumstances, like how hot we dropped etc etc. I felt that the general level of opponent skills was pretty much the same; i.e very mixed.
The only real patterns I could find were:
1) My lobbies seemed to almost consistently have the same ratio of preds (0-2) and diamonds (8-12ish) regardless of how well or badly I played last game). So for those who claim they always get into lobbies with 20 preds, I dont know what you are talking about tbh
2) Me, as a 2+ k/d player almost ALWAYS out damaged both my random teammates, both in quick "low damage" games where we died early in the match, or games in which we survived in to late game. Very often, I did more dmg and both my randoms put together.
I think these observations shows some kind of proof that the SKILL-based matchmaking does NOT sort 60 players of equal skill in the same lobby, but rather tries to build lobbies of a certain player skill distribtion (very few Pros, few highly skilled and many good-to-average players). It also seems its trying to match "stronger" players in the same team with "weaker" players to make "even" teams.