without correct implementation of the following :
- only allow evenly commed games to start (ELO comm modifier does not work : vet backseat comm tells (1) comm exactly what to do and team gets a huge ELO win /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ) It is still exploitable but better than nothing.
- ELO only counts for games that starts balanced with balance "enforcing" enabled (ending a game with even ELO doesn't mean the critical 1st 15 minutes were even /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> )
- create a formula to prevent players of equal ELO (but vastly different skills) to create unbalanced teams, eg:
a) assign top 20 players in Alleg a special (hidden) tag which allows equal distribution of scout ho's, int ho's, sf ho's etc. across the teams. The fact that you have a similar ELO doesn't mean you have the same skill or the same worth for a team : Snack has the same ELO as DNOdjay but in picks Snack will be picked way before DNO. Vandal has the same ELO as Weed and Frag, now who would you like to have on your team? /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
- Disable ELO for any game that starts with less than 10 players on each side (do you really want all these newb DM's or games that start 2 vs 2 but grow into a 10vs10 to count?) /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" /> Results from these game screw up ELO reliability and advance newbs and small game players way too fast up the ELo ladder. Do you really think that Jimmy's 5 vs 5 Giga Tac, mine drone, carrier, con spam should count towards ELO? /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />



