I like the feature, but not the way it's implemented. What I noticed is, that even if you have good players on the pub team, they will get switched to the clan team and replaced by few worse player from the clan team (not by members of the clan, just some random pubs that happened to be on their team when map started). So yeh, you have number advantage, but you still lose, because other team have now coordinated clan + good players, while you have bunch of random dudes. If there is a really good clan (say Mercs, DRZ, those are the ones I see the most) playing on the server, you can bet your asses they have fun stomping everything and keeping their x5 multiplier for 5 maps. But the rest of the server is usually not that happy, unless you get switched to their team and get carried.
Hmmm... I am writing 3rd time = read carefully:
If those "DRZ" (for example) are very organized and can beat random team 1:2... oh... let I explain more understandable:
Let "DRZ" have 10 players. Let other team have 20 players to compensate those 10 DRZ players.
And plus some amount other players (faction or not - it doesn't matter).
And if "DRZ" +random players in team "A" beat team "B" with 20 players (compensating "DRZ) + random players, then next time (next map)
"cost" of "DRZ" 10 mans will be higher. Now against "DRZ" will play (for example) 25 players (just to compensate).
Next time (if still winning) 30... and so on until win\loose criteria will not be about 50% (in long run).
Is it not easy? Is it so hard?
P.s. all player in "long run" are equal by membership of winner and looser team.
Just remember - even loosing team have theirs "top scored guys". So - sometimes DRZ will be "top scored" in loosing team.
Main target of this innovation - is a fun of teamplay (not only to win, but it's fine too ^) )