Kjudoon, on 24 July 2014 - 10:24 AM, said:
Hate to disagree. The solo queue (much to some people's surprise I'd say this) should remain the Solo Queue. All the rambos need their space.
PGI needs to create a LANCE Queue, where opt-in solos and groups of 2-4 can play in peace away from the larger competative groups who are out of control in the COMPANY Queue (currently the 2-10,12 Queue).
Solves all the issues right there. Solo only, Traditional "Lance", and "Company" 5+ Queues.
this will also solve the 'no groups of 11' rule currently in effect. This will also provide more options if short dropping is allowed for groups of 8-11 since groups of 5-7 can be put together to deal with groups of 10+ and be much more balanced... or at least have similar imbalances currently being found because of group aggregate Elo.
Couldn't say it better myself - that solves all the things that really make me upset

Like, for example, dropping with a composition 3/2/2/2/3 against a 10 man premade - which, believe it or not, happens more often to me than I would ever wish it does.
Almond Brown, on 24 July 2014 - 10:33 AM, said:
Just let "Pairs" into the Training Grounds. Trainee and Trainer together. Then when ready, swim into deeper waters. The pair can always go back to shallow waters to work on the "weak areas".

If you point me out how would that stop a 10 man organized group to stomp uppon the composition I've put a bit above I'll completely agree with you.
Truth is - even if you do the best you can - you still depend on the other 10 people in the team(provided that you dropped with a fellow newcomer to the game as I do).
For me - in the matter of performance it's the same - both in solo and in group queue I'll be able(8/10) to deliver ~500<-->750+ damage, I'll kill few unlucky fellows from the enemy team(or not - if they are REALLY organized as the groups I ordinary drop against are) - and that's that - dead or alive I've delivered my part of the game.
The difference comes here though:
In the solo queue the opposing team most likely would not be able to do with the harm I've done(not to mention that I always aim for the "best" players in the enemy team so I can equal the odds) - again 8/10 - since they're a bit less organized my game ordinary ends with 3<-->7 kills in the solo Q. Quite rare less than that.
Group Queue? Whole other tale - I've, many times, ended up doing ~750 damage with either a kill or a none(cause the guys I end up against really know what they're doing and are retreating).
Even if not so - even if I manage to kill 3 people before they tear me apart - their organized 10 man group CAN and WILL(8/10 again - I love those numbers

) recover, reorganize and make the loss feel quite lighter.
So provided that I haven't shot 1 or 2 unlucky fellow mechwarriors from the other group of two - that leaves a 7 man team against a separated composition of multiple lesser teams.
I don't need to clarify in the common case how this ordinary ends, do I?
So as a conclusion - even though my performance is the same - I am able to win ~14 of 20 games in solo Q, but I lose 18 out of 20 games in group Q.
Hey - I'm teh cool guy - I don't like all this women talk about faults and blames and sheet - but if I was...
Can you guess who's to blame for all this to occur?
Wanna two letter hint?
*creepy wisper*
MM.
So yea - one of the possible solutions is to put any group up to 3 man in the solo Q.
The group Q would be left with 4+4+4, 4+8, 5+7 and 6+6(and 12 if you wish) compositions - a bit tougher and slower to find a match - that's true - but aside of that - even in the worse case scenario it would be waaaaaay better than the games I had the misfortune to experience

Worse case: 4/4/4 vs 8/4 or something like 6/6 vs 8/4.
Anyways - scratch and/or ignore that - I'm not here to promote what I've already tried to suggest in a separate topic some weeks ago - all I'm saying is that I can see why that kind of topics pop out now and then.
Can't you?