If you not going to have some form of matchmaking (which is not really possible with the current game design) then what you need it role that low skillcap infantry (new players) can contribute meaningfully against high skillcap infantry. The problem is if you die in 0.5 sec you contribute nothing. If I think back to my experience starting with DOTA, aside from the initial games, when I was a new I would play support. Because I could contribute without being all that good. And after a while I learned to play carries. In this game, one of the major problems is "feels like cheating". Headshots = instant death for any new player. And if you're up against a god heavy, it doesn't matter if you're infil, engi, heavy. You always die the same in 0.5 seconds and there's nothing you can do. It feels unfair (it feels like aimbots/hacks/recoil scripts), and you feel like not being made the fool. If on the other hand when a newbie comes up against a god heavy, there is a role he can at least fall back into where he can DO SOMETHING, and not die in 0.5 seconds, I think it would be a lot better. Dare I propose that we actually have the infantry classes specialized into roles along different skillcaps. The engineer for example could have a shield that protects his head (and somehow diminishes his outgoing headshots, or something). So against the Godheavy a new player instead of dying in 0.5 (and contributing nothing) you can do something and help your own team's high skillcap players respond to him. It would make sense then that if you see a heavy or light assault, you assume "good player/dangerous" and if you see an engineer you assume "new player/support/less dangerous". I would even go so far as to say not being able to change roles every respawn. Roles could be locked for 30 min. People actually need to ask for help from an infiltrator player, or a support player, or a highskillcap player, or to resquest players in their squad pickup these roles based on their skillcaps.