Balancing matches is very complicated. PSR alone, even if it were perfect, would still turn out poorly balanced teams. Your piloting skill is only part of the equation in any given match. 'Mech load-outs, Map, and Mode are large factors as well.
PSR is flawed, mainly because it puts too much emphasis on Wins. You and your 'Mech have somewhere around 4% influence on the outcome of any given match. The other 96%, the vast majority of the influence, are the other people in that match. The calculations for it needs to totally ignore Wins and Losses.
'Mech capability, from what I understand, is largely ignored by the PSR. They are trying to address this in Solaris 7 by giving 'Mech's a Tier Level too. While this is a good start, it is too simplistic because it ignores the load-out of that 'Mech. 'Mech tonnage disparities is also a part of this.
The Map has a large influence on how you perform. Like short range weapons on Polar Highlands or hot weapons on Terra Therma. From what I understand, MM ignores this.
Game Mode has some influence, not as much as the others, but still more than historical Wins. Ever lose a Domination on Polar Highlands because no one on your team could make it into the circle in time because the enemy had a 165 kph Locust and the best your team had was an 70 kph medium? Or get out-capped by fast lights in Conquest?
Groups can make balancing impossible. A group of good players, if large enough, can be better than any combination of the available players within the Tier Levels. That is to say, you take an 8-man group in the bucket and pair them with the 4 worst players in the bucket then have them play against the best 12 remaining players in the bucket and the side with the 8-man team rolls them.
I suggest that we throw out the current PSR and replace it with a system that judges your performance separately for each 'Mech and each load-out you use. The calculation could factor in KD Ratio, Firepower rating, Heat Dissipation, Ambient Temperature, Speed, Game Mode. The point is: You use it to assign 1 number to that player in that 'Mech on that Map and that Mode. Then you keep a tally as you build the teams and you try to balance the sides using those calculations.
As I have written elsewhere, there are various solutions PGI could try. However, it all hinges on being able to determine if the sides are balanced much more accurately than they do now in MM using PSR and Tiers.</p>
1) Unbalance the numbers of players. If you cannot make a balanced 12 vs. 12 match, then don't force a 12 vs. 12 match. Have MM build the teams piecemeal, but when you add a player or group that throws the balance off just add to the other side until things are balanced again or you hit your 12 player team limit. 8 vs. 12 could be a balanced match if those 8 are great pilots in capable 'Mechs and the 12 player team are average pilots.
2) Give the team with a lower rating some in game advantages. We'll never get perfect balance every match because you'll never know what is in the bucket until you look. So if you make a match that is poorly balanced, give the weaker team an advantage(s). For example, you could give the weaker team Combat ID or Radar Sweep. Or you could take away Air Strikes and/or Artilley from the stronger team. Or some combination of these things depending on the disparity.
EDITED to fix formatting.
Edited by ShaneoftheDead, 19 March 2018 - 02:19 PM.