Sorry, but clans feel quite underpowered atm.
I mean compaire the thunderbolt 9S with the Warhawk...
Warhawk prime (stock) = 5 seconds till over heat.
Warhawk prime (LRM 10 removed, more C DHS) = 6 seconds till over heat.
Warhawk prime (LRM 10, targeting computer removed, more C DHS) = 9 seconds till over heat.
Warhawk prime (only 3 er ppc's, rest DHS, 3.3-ish tons left spare, useless) = 15 seconds till over heat. (now less DPS as well)
Thunderbolt 9S = 20 seconds till over heat (3 er ppc).
If you are going to play "oh you just do not want 1 single IS mech beating you in a range fight" then sure... 65 IS mech out does a 65 ton clanner.
BUT 1 65 ton IS mech out doing 2 85 ton assault clan mechs that actually have er ppc's boated unlike the stock 9S?
Do not pretend your duel gauss jager and king crab do not do no damage. or your LRM's boats, or the awesomes or the lights with ER large laser or ER PPC quirks.
It's not like there are already other IS mechs that out do clans in ranged warfare... but the Thunderbolt 9S is a special case, it out does every mech possible in game and it out does 2 clan assaults at the same time...
We can't drop 3x the Warhawks and direwolfs to out do the 12 man teams of thunderbolt 9S's.
We do not have enough team mates to do a 36 verse 12 match
This is just an extreme case if the enemy team is one of those 12 man thudnerbolt teams but my point stands...
I personally think Clan mechs rather need 1 of the following.
A) Remove all nerfs to clan weapons. (energy heat nerf, LRM min range nerf, Streak reload time nerf, etc) (things like scatter shots for UAC's and AC's could stay)
B ) Add quirks in depth like the IS mechs for clans...
C) If clans make less damage and c-bills in a 30 minute game with 4 mechs then a 15 minute game with 1 mech. Then could you at least double the c-bill awards (more or less) in CW so the IS have something to shoot at? because I see to many threads complaining about all clanners withdrawing from CW....
Edited by Nightshade24, 10 January 2015 - 06:26 AM.