Players get frustrated with small samples (e.g., losing 28 out of 30 matches) or with bad teammates. Most everyone experiences bad streaks. It's not something to be concerned with unless you're struggling to play well .. (If you're struggling with balance changes - stop playing ranked until you can compete at your old level).
And everyone deals with players that disconnect or float, or even those that intentionally throw matches.
But, if you're always a solid player, and there is 1 or 2 bad players of the 9 in your match, statistically they're more likely to be on the other team: 44.4% vs 55.6%. (Stole that tidbit from a developer, but it is true) .. so it's not as large of an issue as it seems. It's just easier to notice when you're affected.
How do you get that .005% higher win rate?
1)
Understanding the numbers:
Constantly fleeting with a good player will further reduce your chances of having a bad player on your team: 37.5% vs 62.5% on the other team.
Yes .. the more you win, the worse your teammates get.. but, that's why it takes thousands of matches to see the difference.
Winning one more match per hundred will get you closer to my win rate - and slowly boost your infamy.
What happens when you try to go solo?
Your match rating is elevated and you're probably going to undo all that work you put in while fleeting - assuming the fleet put you on a win streak.
2)
Understanding MM shortcomings:
Fleeting with a good fixer will give you an advantage over teams without a good fixer.
It appears that they have no way of telling the difference between a good fixer and a bad one, so they stopped trying -- as far as I know, they do not factor ship type into team-matching at all any more.
That could easily be the difference of the one match in a hundred that you need.
3)
Understanding the role of skill and item level: They are prerequisites. You must have the requisite amount of skill and a requisite item level to reach a particular rankings.
The
item level standard for NML is a mostly max epic loadout - with exceptions for the exceptionally skilled players, certain ships, and OP new items.
But, item level is not a guarantee of ranking. You still have to take advantage of #1 and #2 to move up. (Or .. simply buy a bunch of p2w perks).
The only legendary items I use are less powerful than the max epic versions - and the ones that I couldn't build epics in due to a powercell shortage .. so my fleetmates and I are typically either at the same item level as the unfriends or at a disadvantage (to their legendary items and p2w perks).
As far as
skill goes -- positioning, knowing what shots to take and when, and accuracy are obviously important .. I think the ability to put pressure/damage on enemies while surviving until the end of the match is the best skill to learn.
Otherwise, players can better get away with sloppy tactics in lower leagues, but adjustments are easy enough to make ..
The thing that frustrates players is they see their infamy at half the level of others but they know they're similarly skilled. Or, they get frustrated with a stagnating ranking ... Understandably.
But, everyone is getting the same progression unless they're buying better items or p2w perks .. so they're not getting better in relation to other players.
And a system that allows fleets and paid advantages will never have a perfect skill-to-infamy relationship.. that is why it's important to understand how the system works.
4)
Understanding ship limitations:
Shooters and Interceptors:
Everything can hurt a shooter.
Speeders are playing battleship (attacking anywhere on the map within 30 seconds) while you're playing checkers (one slow move at a time) .. Two speeders can sink you in one fly-by; One if you're hurt. If you get slightly out of position, there is no fast escape option (no nitro), so you're sunk. You're 500 times more susceptible to mortars, flares, FBs, grenades, frost, etc. No energy shield. No nitro. No duct tape.
So, moving up rankings on is going to require an advantage .. and best thing to do is fleet with a good fixer. It's basically a requirement.
Interceptors are similar .. but require stronger items.
Fixers:
A skilled fixer can probably still reach NML with mostly rare items .. and it's probably the easier ship to increase infamy with.
This is the self-fulfilling prophecy part -- I've carried fixers up several hundred (or a thousand) infamy higher than they had ever been. Other good players want to fleet with them and they push even higher .. of course, they will go through several win-loss-win-loss stages, but that higher infamy becomes their normal range with enough matches .. and nothing else changed but their fleetmates.
Otherwise, the issue with most fixers is they don't understand their support role. They have 3 fixing items and they should be using them as soon as the cooldown is up. Between hitting their nitro/OB and focusing on the best position for cover and pulses, they shouldn't have time to fire a weapon. And they should be able to do it without duct tape.
A flare and blast for speeder defense is a decent option in an emergency. And dropping a mine or launching the occasional FB is fine .. but fixers get way too caught up in trying to be a damage dealer. Or, they launch themselves into bad positions to save the idiot that went off on his own. Either way, they're missing out on thousands of HPs worth of repairing .. and that costs them matches.
Maybe the repair plasma will give them a different role .. another mortar spamming class (yay!
) .. we'll see.
Fixers spamming plasma on the Damage Depot capture point with a guardian blocking incoming shots should be fun -- it's a good thing they nerfed mine damage, huh ...
Other ships:
I'll occasionally play them in ranked but I don't pretend to be an expert on them.