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Tiebreakers in TWL

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  • Tiebreakers in TWL

    I was just looking at a post on tiebreakers by Epinephrine and I had a few suggestions to offer:

    First, there is no question that the hierarchy in determining standings should be:

    1. Points
    2. Head-to-Head
    3. +/-

    As it stands now, +/- is used before head to head.
    I've played in countless leagues, in SS and in real life, and i've yet to find one where the fact that you didnt blow out oppenents as badly as a squad you are tied with outweighs the fact that you BEAT them when you PLAYED THEM.

    +/- is an extremely poor tiebreaker, especially as it is used in this league, and should only be used as a last resort in a situation where multiple teams which have beaten eachother in a circle are tied. if +/- is used, there should be a cap on how large a margin of victory be recognized from each game and it should be relatively low. For example, a rule where a win bigger than 50k counts only as a 50k win. when the games become blowouts, their value for use as tiebreaking gauges becomes nil. how many squads are actually trying their hardest when they are up by 120k? or down by 120k? none. In fact, using +/- as a tiebreaker with no limits actually encourages squads to try and blowout everyone as badly as possible, instead of putting in subs who normally dont get much playing time, or relaxing and not trying to embarass the opponent, etc etc...

    -ad
    There exists a fine line between hard partying and destitution.

  • #2
    not using head-to-head for the first tie breaker is retarded. obviously no two teams are going to have the exact same +/-, so you may as well not even consider head-to-head.

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    • #3
      agreed.
      There exists a fine line between hard partying and destitution.

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