Kiiyor, on 13 July 2017 - 03:39 PM, said:
I think it's the nature of that disaster in solo queue that would make me hesitant about cross contamination with the group queue. I'd be ecstatic if 2 mans could drop in it, but only if they were heavily limited on each team. One, maybe 2 groups per side tops, and balanced numbers on each team.
The old days of a single, mixed queue showed just how potent a weapon familiar teammates and communication can be, and how outraged people can get when they have a scapegoat to point their failings at.

its been a while but refresh my memory as to what group sizes were back then, and thereby what percentage of the opposing team did they occupy. because therein lies the problem.. when you let one group of players compose a large percentage of a team they gain overwhelming advantage given equal ground (ie equal tonnage).. iirc we called them premades cause it was a bunch of pugs fighting an entire premade team and usually the outcome was premade, especially if they had a cheeze squad running in it..
They put tonnage limits on large groups to try and control that effect but its not a good method as it causes alot of tonnage jostling in the mechlab if your group size changes often.. That and its just not fun having to play the what mech can i or my group mates take to make the group work.. The group tonnage becomes a mini-game in its own right when all you want to do is drop in a match and play the real game...
setting a lance size of 3 (unlimited tons) and combining the pug queue makes sense.. If fattens up the PUG queue so the MM tier spread can be tighter. As well as moving the larger groups into the faction play and comp settings.. back then there wasent FP and comp iirc, now there is a place for larger organized group play.. Its time to start separating large groups into the organized settings and integrate smaller ones into the casual play queue..