Yep, playing 2-man is not the perfect setup for group queue. Yes, it's harder than the solo q. I know that, because I drop 2-man quite often. Group q is generally harder as it is, because your enemies are much, much more organised than players of 95% of pug matches. But there are ways to mitigate it.
Best way to mitigate that is playing lights or fast meds and operating around the 'frontline', not on it. This way even a 2-man can do quite a lot. Other way is to specialise, take mechs good at repelling lights (not necessarily ssrm boats), and guard main force's backside. Outside of the fabled competitive level, lurmer-spotter duo can work quite well too.
To think of it, a lot of setups work for 2-mans. One thing that don't work too good, is slow frontline mechs and slow mechs in general (as you have no impact on where the frontline will be, and have to be careful not to get abandoned by the main force). Yep, that's quite a lot of mechs in that bracket, sadly. But if you want to win more often, better leave the frontline mechs to those bigger x-mans on your side.
About the OP's idea:
The problem with the OP's idea is, 2-mans in solo q would totally dominate.
By 'dominate' I don't mean they would win all the battles, nor that they would have 3+ kills constantly.
By 'dominate' I mean that they would just have it A LOT easier and be A LOT more efficient than standard pugs who don't have anybody to watch their back, unless they are able and lucky enough to organise with people they've met several seconds ago. That would place all the pugs in a severe disadvantage, so that 2-mans could have their 'happy place'. Now, are there more 2-mans than pugs or the other way around? Where would the solos go to not be in a disadvantage? Where could they hide from the organised units dominating every other game mode?
Even as a member of a 2-man, I can't say I support the idea.
Edited by Prof RJ Gumby, 03 August 2015 - 12:02 AM.