MischiefSC, on 26 March 2016 - 01:37 AM, said:
KCom is with Steiner, 228 is with Kurita.
Not a lot of units in Clans right now - not Wolf anyway. There's some in CGB, who's doing well. MS is in CJF. Population in Wolf and CJF are tiny.
Clan mechs last plenty long. My TBR is significantly more durable than my BK or QDs. Ton for ton any of the 'good' Clan mechs can (with some twisting) take more of a beating than their IS counterparts. That whole 'CXL' thing plus better maneuverability.
FULL STOP!
If you have issues with BKs dying before TWs...you are doing it wrong. I have both...the BK is drastically more survivable, by a good country mile, than the TW. That is even with an XL engine.
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Units have no magic trick for winning in Clan mechs though. No more so than winning in IS mechs. Coordination and communication and not bringing terrible mechs. They don't even run all meta - I ran with KCom several times yesterday and a drop today, the last thing you'd call their decks was 'meta'. 2xAC5 BLR, AC20+SRM KGC, I'm confident that they could roll most competent teams with a drop deck consisting of unpeeled potatoes. What they did do however was communicate exceptionally well. Just a ****-ton of situational awareness and individual skill, which they do an amazing job of sharing. That's part (IMO) of why a KCom 4man can absolutely carry wins with pug teams. Sure, they're all individually good - what they do exceptionally well is apply those skills to the benefit of the whole team instead of using their team like meat shields.
Organized units against PUGs...again...
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That's why KCom, which runs mostly 4-6mans, pretty much turned CJF into a powerhouse even in the face of MS and other big units in FRR and Steiner. While running Clan mechs btw.
I suppose Lords, QQ, JFP, and about 5-6 other small units had nothing to do with CJF prominence...it was all KCom, eh? I do not begrudge them being a solid unit...but at peak, to my knowledge, they only have about 35-40 guys typically.
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Still dissecting that one but I've seen it repeated all over the game. Clan teams dominate by being very aggressive - the poke/snipe/LRM ones only beat pugs but fall apart in the face of competent IS teams. IS teams that coordinate well and adapt to the variable speed of their team so they don't lose cohesion and who actually push instead of stopping to poke can wreck face. There's overall strategies that work best with different tech bases; Clans shine with fast pushes and flanks, IS shines with a steamroll approach and firing lines.
Clans are terrible with brawling...in fact...with clans you want to be as far from the enemy as possible and still deal solid damage. Clans are about 500-600m+ engagements.
Do you even own clan mechs? Lots of this sounds like the stuff that people who do not own clan mechs at all spout...
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There's exceptions. The whole Stormtrooper deck that FRR is doing has me very excited - deck synergy is very, very powerful and getting the bulk of a faction to put time and energy into a universal strategy framework could make FRR the universal powerhouse against all comers in CW3. Really curious to see if they've got the umph to pull it off, I hope they do. A faction-wide meta would be the sort of thing that would let FRR stand on their own in the face of all 4 Clan factions, regardless of what units come and go from the Clans.
CW means **** for balance though...so...point?
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That's nothing to do with IS tech though. The BLK and QDs are nice mechs - they are solid heavy mech performers. In no way, shape or form are they flat out superior to the TBR/EBJ/HBR decks. Just comparable. Current IS models for most decks (with few exceptions) are frontloaded tonnage; you try to pull 800-1K out of each of your assaults and then use a medium and a light to clean up. This can be a real struggle if your first or second wave don't perform incredibly well because most Clan decks will have greater performers out to wave 4.
Ok, let us be clear about something right now.
The most OP mechs in the game by weight class right now:
Assault: Mauler
Heavy: BK
Medium: BJ
Light: Oxide
If you think I am lying ask somebody from SJR/228th comp teams.
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NKVA does it with the GHR deck - and regardless of personal opinions NKVA kicks a lot of ***. Deck synergy with a solid performing setup. Same with the Mauler. It's a good mech but you run into a wall of 5xAC5 Maulers on Sulfur or Vitric? They're going to obliterate **** until their bins run dry.
GHR is a better hill humper...the BK is the best mid-range engagement mech in the game right now. GHR is far less tanky than BK to boot.
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Clans? Run your 4x4 or 3xTBR 1x Jenner/ACH decks, load for mid range to brawling and flank a lot. When pushing a firing line you push THROUGH, it forces the enemy to turn their backs to some of you. Get through the gates before the other team can get into position, push and overwhelm. Expect to have a hard go on the first 2 waves and make it up on 3 and 4 if need be.
Sure, except that the organized units (all you see in CW these days) run Atlas Wall + 3 mechs for 160 tons. The atlas rush is ********...and those decks you mentioned burn 2-3 mechs for PUGs to try and burn down 12 atlases.
So, now you either bring DWs and gimp your deck to stand a chance against an Atlas/Mauler rush...or you risk being WAY too light to reliably burn down structure quirked IS assaults and blow 2 waves trying to kill those mechs.
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Tech doesn't decide it. Skill and coordination does.
Except when tech does decide it...then tech decides it...
Seriously...go play CW as a solo clan PUG...just 3-5 matches.