Ranked teamgame matchmaking needs some tweaking. There’s probably 1 in every 5 ranked teamgames that are actually unwinnable, despite leaving/rejoining queue after a few minutes to try to ensure this kind of game doesn’t take place.
The elo gain/loss is also in need of tweaking. In the above game I lose 26 elo despite the match being objectively unwinnable. In the below game I win 3 elo despite the match being FAR more difficult than the above match was for lucassadid. Yet 30 elo was granted to lucassadid (who did actually play quite well, but still).
I think the ranked matchmaking should be thresholded by the minimum L2 distance between the teams. If the minimum L2 distance between the teams is too high, then the game should not even be launched unless everyone in the game was in the queue for 5+ minutes. By “minimum” I mean fixing an ordering of team 2, say (v1, v2, v3, v4), and then finding the ordering of team 1, say (u1, u2, u3, u4), such that (u1-v1)^2 + (u2-v2)^2 + (u3-v3)^2 + (u4-v4)^2 is as small as possible. This is a mathematical way of trying to balance teams by pairing strong players against strong players, etcetera. This is just a suggestion for starters.


