1. In a game with randoms, one bad player is enough to ruin the game. it's almost impossible to achieve favor points if the other team is fed to unbeatable.
2. In a team game, a supporting character, espacially QoT even if securing the victory will almost never get many favor points, as it is so much easier to stack kills with reg, UB or TB. kills mean gold, means citadel upgrades, better items etc. Maybe by evening out kills and assist a bit, and counting heals and shields as assists in a fight too could fix this.
3. No Team Pantheon. This is really bad, see point 1, too much luck involved with teammates.
4. Ladder rank seems to be based on favor points mostly. I'm not sure about this, but at the moment noob bashing and getting huge favor seems to be best to go up in rank. this is wrong imho, you should get much more reward for beating better players.
5. Favor points discourage teamplay. Heal/shield or let die to get all the death favor in an already won game? Snipe to get the kill if he could kill him alone? Do i really want to be support only for 90 fav points even if it would be the best chioce? etc.
I bought this game because i loved GPG's Supreme Commander, which had all these points done perfectly. 1v1 ladder, Team ladder, equal shares on a win/loss in teamgames, and a chess rating kind of rank system, where people with high rating got matched automatically. This is not meant as a rant, i'm just a bit disappointed that many things seem to be done worse than in an earlier game from the same company (not even mentioning netcode, balancing and bugs, i'm sure they'll be fixed eventually). And i really love the game, but there's still some things to fix to be a fun competitive multiplayer game.