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If you're queuing separately, the matchmaker throws you all into the closest match(es) it can find and spreads you between the two teams according to matchmaking calculations. If you're queuing as a group, it has to find a match for you where your high-impact group is properly balanced by similar capabilities on the other team. And then as time goes on the matchmaker will drop the threshold and at some point will give you an easy squash match if it can't create decent balance, but it will make you wait for a long time before it relegates to that worst-case scenario.
A lot of it can come down to sheer luck, but statistically, on a large-sample basis, it should play out like how I laid it out in the first reply.
You know one of your friends can take the commander role and switch players between lances?
Spawn points won'T change, but you can put all players in one lance.
Probably easier to place individual players into brackets that a group of player, even just two, into the same bracket. I imagine there's a protocol for priority. For example, the same bracket split up into individual slots would fill faster with solo q players if the priority was set that way.
I imagine small groups take less priority over individual players. I imagine individual slots take more priority than brackets of those same slots.
The next priority is put players of the same or nearly the same tier into one match.
And the last priority is the 3/3/3/3 mechclass balance.
To nobodys surpirse the mechclass will often be ignored just to scrape enough players together to fill up the 12 vs 12 lobby, and even the tier distance may be ignored if not enough players are in the queue.
AFIAK the only balance of groups is that no team should get more than 2 groups and that a "big" 4 player group wont get an other group.
The whole matchmaking system is FUBAR, and thats only partly the fault of PGI.
A much better system would be to force the players to drop in 4 player groups and to use drop decks to balance tonnage.
That would allow to create smaller matches like 4 vs 4 and 8 vs 8 if not enough players are aviabel for a 12 vs 12 match.
But most MWO players hate dropdecks and would never invite random players into a group so the current matchmaker is the best PGI can do.
If you want fast & fair matchmaking players need to group up first.
It would also allow to create smaller matches (4 vs 4, 8 vs 8) if not enough players are aviable.
I also suggest to use dropdecks to balance the tonnage instead of using the 3/3/3/3 mech class rule that don't work due low player numbers.
But if you just want to put 12 random players in a "team" and mix it with premade groups of up to 4 players you get the NASCAR gameplay and all the funny matchmaking things we have now.