I dont think so, but the match macking tries to find a tradeoff between geting an opposed match as soon as possible and finding a balanced matchmaking (or more so minimizing the gap between two teams)
Say the server has a list groups in active unopposed mission and the another seperate list for players that are ready for missions (in group or solo). Players are represented by some numerical value whether it's simply the rank, total kill count or k/d ratio, win rate or an equation of all of the above. Same, a groupe / team is a sum of the players in it.
The server use a gready algorithm to find a subset of players that has the closest sum of said value to get an opposed game going. Simply put, the goal is not just a fair or perfect matchmaking , the objective is to get an opposed matchgoing going as soon as paussible. I for one found my self in disadvantage alot of the time but im completely fine with that.