Adjustments to the Matchmaking formula have been debated (and demanded) since the beginning of the game.
Many don't understand why things the way they are, that they've implemented player-requested changes, and what the real issue is.
... Hopefully, if we can move past this issue, maybe we can get some positive changes in the game before it sails into the sunset.
SOLO QUEUE - RANKED MM :
Spoiler: More
If you only play ranked with a solo queue (no fleet), your infamy is the product of your skill, item level, ship and loadout selection, match strategy and consistency -- in relation to other players .
Skill and Item Level -
Misconception 1 : I have better items than I did six months ago, so my infamy should have increased.
Reality 1 : You are NOT getting stronger in relation to other players so your infamy is NOT going to increase dramatically.
Spoiler: More
If you're a f2p player (or close to it), everyone else is leveling items and honing their skills at a similar rate to you .. If you had max epics before most others, it was easier to increase your infamy .. but max epics are at virtually every infamy level now so having the right items is more important than item rarity.
Obviously, you could still buy a ton of event perks or legendary items and that would help increase your infamy - but the gains are slow and take thousands of matches to notice.
Ship and Loadout Selection -
Misconception 2 : The choice of ship and loadouts has nothing to do with infamy.
Reality 2 : It does. And the best choices change.
***Solo Shooters are likely struggling to maintain their old infamy levels***
Spoiler: More
Shooters were once the one of easiest ships to dictate match outcome with.
Firebomb and EC/BC combos were fairly reliable and effective. Most cannons shots had slower projectiles and were taken at range so the most accurate and skilled players usually prevailed. Likewise, fixers were forced to constantly move and reposition to avoid firebombs, which made fixing unfriends more difficult.
But .. devs saw usage rates and nerfed accordingly.
(Ignoring the dead defender) Shooters have always been the easiest to hit with their lack of acceleration and agility, and lack of a quick escape button (nitro) .. but then they lost their base defense while most weapons received damage buffs and some received projectile speed buffs.
The result -- Solo shooters are less effective than they were .. and infamy losses are reflective of that fact.
For shooters, there is no longer a single loadout that will do well on every map and against every team combination.
Lower skill shooters can hit you more easily and for more damage. A loadout designed to counter fixer teams makes you overly susceptible to speeders, interceptors and reapers that can easily track you across the map and relieve you of 50-75% of your health. Bandages are pointless against that type of burst damage. Mid-range loadouts are ineffective against mine-field, mortar spamming teams.
Also, with near worthless FBs (with a larger variety of quick ships and various nerfs), the flare is the only alternative. And, that doesn't usually work out well. If you manage to get your slow-a** shooter in flare range of a faster ship, you have a low percentage chance of hitting with an even lower chance of getting a second cannon combo shot in.
Anywho, for better or worse, this is an infamy system working properly ... Weaker ships fall, stronger ships rise.
If this is your issue, then your real problem was the snail-like parts and powercell economy that made it impossible to keep up with their heavy-handed balance changes. It isn't the MM formula.
Fixers are the new Shooters -
Spoiler: More
I found FB spamming as annoying as anyone but knew what would happen once FBs were mega-nerfed ... Fixers would rule the bay.
It's easier than ever before for fixers to sit back and keep their team and full health (with fewer/weaker FBs incoming and stronger repair items).
... There are numerous other reasons why here, but this post is long enough already.
Match Strategy and Consistency -
Spoiler: More
Maybe I'll fill this in later ...
FLEETED - RANKED MM:
Misconception 3 : Bad teammates or bad luck is the reason I can't gain infamy.
Reality 3 : Everyone deals with this.
Spoiler: More
Those above you in infamy have simply dealt with it better than you.
As I've explained before ... everything above (skill, items, consistency) will only take you so far.
Fleeting with a good teammate will get your further. Fleets lessens the chance that floaters/bad players are put on your team. And, two good players that play well together are stronger than they are individually (i.e., more infamy).
Moreover, "bad" teammates is also a relative term - 99% of the bay are "bad" teammates in my eyes (in 5k ranked).
Misconception 4 : I'm better than players higher in infamy than me.
Reality 4 : Maybe.
Spoiler: More
They might have had a bad game in your match. It happens to all of us. Or, they could be higher because they fleet better ...
It's a choice to stay loyal to a guild rather than trading up and learning from/fleeting with better players. If infamy is your goal, then find a guild with several players that are slightly better than you, willing to fleet, and join them. You can stay friends with old guildmates through chat messages or discord.
It's a choice to play solo and struggle gaining infamy. That's how the systems works - like it or not.
Misconception 5 : Removing fleets would be a better test of skill.
Reality 5 : Yes and no.
Spoiler: More
Removing fleets would make it much, much harder for players to gain infamy, so you'd likely be stuck where you're at (or below) permanently .. And, it would require nerfing fixers into the ground (as well as speeders to a lesser extent).
In single queue, no other ship has more power to change the outcome. No shooters or interceptors would be on the top of the leaderboard without fixer fleets.
But .. it would be a good test of skill for certain ships otherwise.
Misconception 6 : Infamy is not a reflection of individual performance.
Reality 6 : Yes and no.
Spoiler: More
Yes, there are players that are carried higher than they otherwise could get because of fleets .. so the leaderboard isn't necessarily representative of the best players in the game in that exact order .. but it's not that far off.
There simply isn't a better way to measure "individual performance" ..
A shooter could spam meaningless damage but contribute very little if their damage is instantly repaired by a fixer, but a speeder could take out a fixer and contribute far more towards the win with 10% of the damage .. so damage doesn't work.
Otherwise, infamy in general is very much a reflection of your performance - over time.
People like to post screenshots of matches they do well in .. and complain when they lose .. but they're usually not nearly as skilled as they think they are - or they're not nearly as consistent as they need to be.
Everyone above them found a way to win tough games .. they did it over thousands of matches and they slowly built their infamy up. They didn't do it overnight.
[Side note - Most players have around a 50% win rate in ranked matches (because of the MM algorithm) in order to keep matches as balanced as possible. Obviously they can't predict when a player will disconnect or have a bad game, but it's not a bad system. Most games use the same system for a reason.
The difference between a 5k and a 2500 player is about 100 wins. Over 20k matches, that's 1/2 of 1%. It's not luck. It's consistency, skill and perseverance - and some good fleetmates along the road.]