Exactly what I feared was happening is what has happened. However, I failed to even factor in how the one new element they were adding in would make things even worse than I had thought things would be. Original Problem (in TF1): It was painfully obvious that there was not even an attempt made at trying to create even matches. You almost ALWAYS found yourself in lopsided games. Lopsided in number of players on the two teams. And, lopsided in skill levels of players on the two teams. Correct Solution: Implement an actual matchmaking algorithm as I laid out well over a year ago: http://www.titanfall-community.com/threads/team-balance-matchmaking.2009/#post-46139 The Lazy Solution (as implemented in TF2): Add glorified Friends Groups called Networks. Pull everyone back into the entire user pool for the region they are in after a game is over. Make a claim in a video that you are analyzing skill levels after each match to justify the laziness of this system, the unnecessary additional delay between games, and the lack of continuity in players and chat during the one or two hour session someone is playing. Rather than analyzing skill levels between matches and trying to create even matches, instead just try to make the numbers even on both sides regardless of skill levels, hoping no one will realize that you are only keeping the numbers even and not the skill levels. ONE GOOD THING (or at least it appeared so at first): I did appreciate that they were at least keeping the numbers on both sides even at the start of matches. However, as I will describe below, this all falls apart due to the overall laziness. Why Matchmaking Is Worse In TF2 Than In TF1: I sensed that they were using the Networks thing as a lazy way to say they've addressed matchmaking without actually implementing an algorithim as I had laid out. At first, I thought they may be able to at least get away with this at least appearing to work well due the fact that they did seem to be making sure the numbers were even at the start of each game. However, it became apparent pretty early on that even though they were keeping the numbers even at the start of a game, they were doing absolutely nothing to balance the skill levels on both sides. This is kind of what I had expected. However, I've noticed recently that due to something else they've instituted in TF2, it has actually exacerbated the unbalanced skill level problem, which then in turn leads to an unbalanced numbers problem. It is no secret that they have tried to appeal to traditional FPS players in TF2. Networks encourages clan play that is more prevalent in traditional FPS games. Also, rather than everyone having Burn Cards as in TF1, now instead you have Boosts which only get activated by "good" play. Also, rather than everyone getting their titans based on equal timers as in TF1, now titans take a lot longer to get unless you can expedite it by "good" play. So here is what is happening in TF2 now: 1) You start with even numbers of players on both sides. 2) Due to Networks, which encourage FPS clans, many times there is an FPS clan on one side of a game, which starts the game at an unbalanced skill level from the get go, but in more of a hidden way than in TF1. 3) Since the FPS clan is used to playing coordinated, they have more "good" play than the other team and all get their Boosts faster, which unbalances the game even further. 4) Since the FPS clan are all now playing with Boosts, they have even more "good" play than the other team and all get their titans faster, which unbalances the game even further. 5) By now, some on the other team realize what is going on and say "screw this" and leave the game, which unbalances the game even more, and actually makes it appear more like what a TF1 game appeared like at the start of a game with uneven numbers and uneven skill levels, but in this case it came on the back end. Summary: Here is why this is even worse. In TF1, they didn't even try, but they didn't even really try to hide that fact. You could see at the beginning of a game that the balance in numbers and skill level was off, so you could decide whether you wanted to stay or not. It was a crappy matchmaking system, but at least it was honest in it's crappiness. What you have in TF2 is a dishonest crappy matchmaking system. They claim to have improved matchmaking. At the start of the game, it even appears, at least numbers-wise, that you have an even game. It's not until after you have committed to playing the game and investing some of your precious time that this dishonest back door mismatching reveals itself and now you are left to decide if you should continue to suffer for the rest of the game or cut your losses, leave the game and sacrifice the time you had already invested. If I'm going to have to deal with a crappy system, I at least prefer the honest crappy system.