[left]Yea as said here, damage increase doesn’t seem like any kind of an option for team balance issue. Encouraging balance through player’s own decisions, oh yes!
How much is this penalty however? It’s quite subtle, mysterious thing now how it works; to base fee through how long game takes in minutes, or some actual penalty percentage to everyone’s credits involved? I’m a horrible non-existent statistic abuser but would say not even 1/3rd of the current playerbase realizes this penalty. Balance issue also should be emphasized lot more server side, for example with an announcement.
Even when this penalty is already present, I don’t see it would mean there could not be straightforward reward. Pleasantness of having concrete credit bonus for physically switching to losing + player lacking team tickles with the feeling of making difference yourself and getting some kind of acknowledgement of it, no matter how small. Boosts ego in a good way from acting fair if you get a tiny medal saying “Good Guy Greg” 
I’ve never been fan of these bouncer- type of balancers going “Oi, git there!”. Often seen in TF2 autobalanced player quit instantly, which while does help with inbalance, is it really a way to go with this? They have their purpose, if no one is sportsmanny enough something has to be done about the situation. It also does occasionally separate premade pubstomp parties, but they find their way around it anyway. Autobalance should definitely be implemented, but I’d like to see first encouraging for player originating decision for balancing.
My talk here is simply about pubs, no viable opinion for competitive MM since haven’t tried it.[/left]