I wasn't going to run into min range a Mad Cat MK2 and a very angry KDK-3 with only 2 HMLs to protect me of course, so I refused to push up the ramp, turned the whole mech around, and went around the side of theta to get away from the team mates and let them push, went on to kill the Kodiak from behind, open up a couple flanking enemies who got killed by an ally firing a couple UAC10s at the red CT, then finished up the game, peppering some stragglers.
I'd just like to remind people that pushing into facehugging range isn't the best strategy for many different mechs and that trading at range is often a much more viable option (similar to the last time 10 dead teammates asked me and my partner [2 man team] to charge at an LRM boat catapult in the open frozen ocean of Frozen city with no cover even though both me and my ally were open with red CT and had 2 ERPPCs each. We ignored them for obvious reasons and continued to trade, dodging into cover before the lrms hit and taking the win).
People often believe assaults to be the designated pushers, but its time to change up the perception. The IS Dragon has similar levels of armor to my Marauder IIC, IS heavies should push up infront of the team, as they often have shorter ranged weapons, much better twist speeds, and similar levels of armor but don't carry the same level of pure firepower as a Clan assault mech.
Let the Clanners in big heavy mechs sit back and support while the ultra armored IS builds move on up and brawl. You'll win more matches if everyone plays to their strengths together rather than thinking all assaults are tanks like the Atlas, its just not 2012 anymore.
TLDR: Don't block allies who are making trades and try to force them to push, they likely are staying at mid range because its their optimal range and moving up close makes them deadweight, just push past them and let them support you, or wait for them to clear the area they are working on.
Edited by Dakota1000, 20 July 2017 - 09:29 PM.