Right now this system is too heavily weighted for wins for a 12v12 game. Wins matter more the lower the team size. Obviously it is possible to improve PSR on a loss, but consider the recent patch changes where the games are no longer as close (solo queue I am referring to here). Last patch or the patch before I was getting great games most of the time, but from what I understand, some players queue times were suffering. I never noticed it. That said, when games are no longer as close, the matches end quicker and therefore there will be less opportunity to make the score requirements to improve on a loss. Hopefully this will be considered and balanced out accordingly with time.
Perhaps additional factors should be used for both wins and losses, or maybe even just losses. On a quick loss damage dealt per time is a good metric, but falls short of being the perfect measure because it favors tonnage. Factors could be introduced to take this into consideration though. Certainly the developers have a large pool of data to evaluate damage per tonnage over given match times. Number of scouts could be good for lights, uav kills, uav launches and many other items that play into match scores could and should be more heavily considered.
Don't get me wrong, if you have the ability to be vocal on comms, and can lead a team as a solo player it is currently possible to consistently improve your PSR by guiding your teams collective decision making... even that though depends on a team to listen. If you don't have the ability to vocalize (no mic, have to play quietly for kids sleeping nearby, etc..) positioning importance, the essentials of establishing lines at given locations, or announcing flanks you cannot sway the difficultly matched games enough to extend the match time on quick losses to improve PSR.
Edited by raarz, 03 October 2015 - 06:15 AM.