And y'know what?
I'm OK with PUGs right now staying in the solo queue.
That's why there's a solo queue in the first place.
PGI made CW require teams to do best (heck, even in Assault/Conquest/Skirmish). PUGs are not teams.
There is a PUG queue. That is the solo queue. They belong there, and yes- PUGs < groups. Always have, and this is just another reminder. You will never be at your best without an organized group backing you up.
Unless and until there's CW designed for PUGs/small groups, they should generally expect to be rightfully stomped by units. Repeatedly.
If PGI builds 4-player-sized CW maps/contracts, that's where PUGs would belong. The only "equality" will be segregation, the same as we have in non-CW play.
Until then, your PUGs and soloers are playing MWO. Just not much CW mode, because at this point it's just the same result as when we had a queue that pitted PUGs vs. groups before, and history repeated itself in a process any veteran MWO player would have told you (me included) from a mile away.
Just remember, it's only a beta!
There is no balancing factor to having 12 random players being random vs. a large, organized, and focused group. None. The PUG generally loses.
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They might want to remove the ability for solo players to drop CW if they don't want them playing it.
Makes it easier to slap fillers into not-quite-full groups. Of course, when there are no groups on one side,this turns into 12-man target practice.
Edited by wanderer, 07 January 2015 - 12:50 PM.