Hobgoblin I, on 14 July 2014 - 08:10 PM, said:
Iraqi, seems you can't see the forest through the trees. At any point of a clan weapons beam fire it has still done more damage than its IS counterpart and as the range is increased there is less drop off outside of the IS optimal range...all while weighing less and taking up less slots.
The front loaded value of IS AC's is well more than offset by the shear magnitude of damage clan mechs can throw out. The only reason clan mechs end up with a comparable number of heat sinks is because most carry a far larger collection of firepower. No smart IS pilot tries to compete with them at long range poking, but we don't get to magically teleport right in front of them at our optimum range all of the time. The longer range has no drawbacks.
A fairly good advantage in weapons, with a good advantage in engine survivability and weigh balance, and a great advantage in heat sinks all add up to a HUGE advantage
(could you please quote my responses, that way I know when you actually respond. Makes it easier to track things)
While I understand your point of view. I'm afraid you are the one focusing on small parts of the argument and missing the whole picture.
First off, let's start with the long range. Other than Alpine Peaks, and Tourmaline Desert, most maps you will be within decent ranges for both clan and IS weapons. The range is also mitigated by the existence of cover, which a massive portion of the player base stubbornly refuses to use. Using map knowledge and terrain, you can close to within optimal range most of the time. Usually without receiving damage.
In terms of sheer firepower, the most devastating build in the game is still the IS Dragon Slayer poptart. Ton for ton, no other mech can match it. Not even the much whined about Direwolf with 2Gauss+2ERPPCs.
Clan mechs are great at damage over time, however, they are awful at PP FLD. While IS mechs are hands down far superior at it. The clan firepower isn't worth much since it can be dodged so easily. That UAC 20 will deal on average only 5 points of damage to the section it should hit. While an IS AC20 will deal the full 20 damage right there. The ability to place precise shots exactly where needed will always trump spreading damage. IS wins at that hands down. No clan mechs can really compete there.
Clans also have an added nasty handicap with PP FLD in the PPC department. The only PPC available is an ERPPC, and it deals 10 damage to the location it hits with a possible 2.5 of the 5 points of splash damage disappearing outright, instead of the full 15 there. Most clan pilots would drop the ERPPC for an IS PPC any day of the week.
The advantage in engine survivability is only when compared to IS XL engines. Which while prevalent, are not the only engines IS mechs have access to. Which is another massive handicap that tends to get ignored. Clan mechs cannot do zombie builds, cannot upgrade engines, and most importantly, cannot downgrade them either.
Fixed structure slots, hardwired DHS, and other components already mentioned hamper most construction and performance possibilities, and they all just get ignored.
Now for your last line. Let's look at the weapon systems . IS have the better LRMs, IS have the better ACs, and clans have energy weapons that are comparable to IS energy weapons. Basically the clan mechs have a slight advantage in energy weapons, while falling behind in both missiles and ballistics. I don't see the big advantage in weapons, the engines are pretty much balanced. Is get customizability with some risk (in case of XLs), while clans forfeit that for some survivability (not much to be honest considering their huge CTs) Their speed is also lacking in most weight classes compared to their IS counterparts.
The main root of these debates is the fact that most people don't understand what balance means. It's not that all weapons operate with similar power. It's that they can be different, but there's a value to picking one over the other, with no clear weapons being the absolute best.
Clan mechs are better at ranged combat, but IS mechs are better at close range combat. THAT is a balanced existence.
Clan mechs are better at DoT, but IS mechs are better at PPFLD. THAT is a balanced existence.
If you want to go be a sniper, you'd have have a better chance of performing well with IS mechs. If you want to be a skirmisher at range, clan mechs would be better. If you want to be a fast moving scout, always go IS (until Dasher is here, and then the clans might be able to compete there), and so on and so forth.
Are clan and IS mechs in a perfect place right now? No.
Is everything absolutely broken and clan mechs are fully OP? Definitely not.
Could balance use more tweaking? Sure. Nothing major, just some small tweaks.
Modo44, on 14 July 2014 - 08:35 PM, said:
Modo, I enjoy most of your posts, I honestly do. However, I disagree with you on this one.
Regardless of that, it will remain that almost all competitive teams will run IS poptarts instead of clan poptarts. Being as the only mech that can somewhat do that is the T-Wolf. Which is still sub-par compared to the Dragon Slayer. If the Highlander received some tweaks to how it's JJs worked, that might even seal the deal on competitive teams running almost exclusively IS mechs.
IS lights are the absolute kings of their fields right now, there's no comparison. Pretty much if I ever wanted to have an easy game, I just hop into my commando or firestarters, since they out-perform most other things on the field. Then again, I'm somewhat biased in that I've been running lights almost exclusively since Open Beta.
Another problem is that it's the opinion of a competitive player, which while good, doesn't necessarily apply to the game non-competitive players play. There are too many things that don't work the same there.
Clan mechs seem like monsters to players that are inexperienced, and 1 on 1 they can seem daunting. However, their effectiveness drops considerably when premades enter the field, and drops even more so when it's 12 v 12. I wouldn't mind the clan mechs getting some kind of buff (like making their gauss deal 18 damage like it should) when 10 v 12 is implemented to be honest. However, in a 12 v 12 match filled with nothing but PuBs there are too many things that differ. You'll run into a lot more players that don't torso twist, and so they stare a clan mech in the face, and melt, as they rightly should. Thus declaring them OP. Instead of twisting aside after delivering a powerful salvo, to spread the return fire damage.
Again I emphasize: I'm not saying you should run PP FLD to deal with clan mechs. I'm saying that PP FLD makes it easier, and lowers the skill necessary to beat a player of equivalent caliber in a clan mech. If you are skilled, you can beat them in any configuration but that goes without saying, for any mech.
Edited by IraqiWalker, 14 July 2014 - 09:28 PM.