Tap In's post (I did see your first post but didn't appreciate what they meant by Dynamic Handicapping and its application as 'shifting momentum') suggests it's in effect unknown to players and making a positive contribution. It'd be good to get more info on this!
from a dev... there was quite a backlash 'ala Ostepop wehn this became known, but again some of us LIKED it. they later added a H/C mode with 0 Handicap.
First up, there is some handicapping, but not in every mode, and it’s not as prevalent as many of you are making it out to be. There is also one major rule to our handicapping. We never handicap a great player to be worse; we only attempt to help out the weaker players to be on a more competitive playing field.
Siege = No handicapping
CTF = Low handicapping
All other modes = Medium handicapping
In order for handicapping to kick in, you have to be pretty far ahead. At that point, a percentage of handicapping will start, which means that when the score is close, handicapping does much less. For example, if we set handicapping to kick in when one team is winning by 40 points, it starts to ramp up from 20% of the full handicapping values, and continue moving all the way up to 100% if the losing team continues to do poorly (they would have to be doing VERY poorly for 100%).
The main reason for this is to keep the game fun and exciting. Just like how most racing games have rubberbanding, or respawn time changes, handicapping is a norm within gaming. Think of how many times you were coming down to the final kills in a Team Anarchy game, or the last few points are adding up in Damage Control, and your team barely squeaks by for a win? Those situations drive your adrenaline and in turn, you enjoy the game much more.
The stats affected by handicapping are the following, and they are all extremely minimal. Remember that this is only given to a weaker player, since we do not touch the stats of the winning players.
- Total HP
- Time before Health Regeneration starts
- Movement Speed
- Reload Speed
The goal of handicapping is not to change the outcome of the game, but to make it fun to both win and lose, as stated above. A close match that comes down to the wire is always more exciting than a pure blowout. Also, it will rarely ever affect the actual Win/Loss outcome, because two close players/teams will never feel the effects of handicapping.
We are also planning on eventually adding a “Pro” or “Hardcore” playlist (Still trying to come up with a good name) specifically with rules drawn from one (or a combination) of the MP competitive ladder tournaments. This will of course have handicapping turned off. As always, you can also play a Custom Match and turn handicapping off as well, and still gain XP.
From Volition's board