I’ve talked about it earlier in this thread.
The sort-by-skill happens at the beginning of lobby, after which people join&quit, and rotate amongst the teams. Add to that highly polarized skill levels in the game, and you get an explosive mix of stacked games. Esp. in Dirty Bomb where one dedicated - and good - medic can save the entire team. Moreover, skill differences accumulate very quickly as better team tends to have flanks opened up on their opponents, leading to even more #getrekt. e.g. trainyard 1st obj is very vulnerable to stacked teams, and offense can get completely locked down.
Hopefully, lobby would only be active after map loading, and map vote right after the end of the map previous. But you still have the HUGE problem of more people joining the game. If an 8v8 server starts the map with 5v5 (which is very typical), the next 6 people that join will determine the outcome of the game. one good player for one team vs. one poor player => stacked teams.
Advantages of lobby-after-map
a) more streamlined approach to lobby (no need for two lobbies before&after map like right now)
b) people that quit the game after the previous map will quit before the next game considers them in the shuffle by skill
c) if the map is already loaded people can play around in warmup, while others change their loadouts, etc.
d) shuffle by skill can happen after everyone to be playing is present.
I’d also reconsider the approach on having people adjust their loadouts to their teammates. I think close skill levels of both teams are much more important to satisfactory game experience than how many medics/slayers/fopses/engies you have in your team. (Team collective skill > team’s balanced composition )
a) very few people pick their mercs based on what their teammates have
b) even if you do want to adjust, you still don’t have any knowledge or control over which mercs from the 3 the particular player will play. You might see 5 people including Proxy/Bush in their rooster, so you don’t pick engineer, only to find out that none of those players will switch to an engy
c) close aim-skills between the two teams = good game.
The problem for many people to get their head around is the so called ‘teamplay’ or lack of it in pubs. The truth is that how much teamplay there is in game has very little to do with people’s desire for it, but rather their ability to do so = skill.
Whenever a team gets stomped, players from that team will complain about no teamplay in their team. What really happens is actually very simple:
a) people shoot
b) weaker players die
c) dead players can’t give ammo/health/support
d) -> no teamplay
Sure, you can have a medic that will dedicate itself to keeping everyone at 100%, reviving as they go. But if you happen to come about a medic like that, chances are they are also really good/decent with aim. Since large part of aiming in this game has to do with gamesense, teamplay goes together with the player’s individual performance.
Rather than expect people to learn how to setup crossfires, and cover each other as they advance, its better to expect everyone to be just as clueless, and it just so happens that better aimers will win you the game.