At the moment matchmaking is level-based (not win-rate based).
While its precise formula has never been shared - I am going to presume that it literally sorts all players into a list of level numbers - and tries to stack the numbers between the factions in a way that results in as even a total level as possible.
One would think that this is enough, but this does present some problems:
First and foremost this presumes that a level 200 player is about as strong as two level 100 players, and that a level 2,000 player is therefore about as strong as ten level 200 players.
This represents a worst case scenario, and I actually don't think that Pixile opted for a linear player weighting system. I also wouldn't be surprised if the current system works rather well when no higher level players are in the lobby.
However for higher level players, things probably aren't working out so well from a matchmaking standpoint.
The recent discussion on Medic level 1 helped me to realize that I truly cannot afford to play the class if I don't want my abysmal win rate to dip even further.
Regardless of 'why' I might be underperforming, even if one insists on explaining it away as a "skill issue", 'something' about matchmaking isn't adding up.
The base premise of this suggestion is that more nuance may be desirable, beyond player level. Player level encourages alt accounts and ironically makes events like double exp weekends a double-edged sword.
So let us look at alternatives. Spoiler - the next post covers pros and cons of simplistic substitution, and I've concluded that this would not do enough, or would trade one issue for another.

