First of all I'd like to say that anyone that uses the battles for Tukayyid 1 & 2 (but mostly 2) as a means to show 'imbalance' in the game are completely off and have no clue about what is going on what-so-ever.
It does in fact boil down to population once again but with a few extra factors thrown in for why the clans won the battle for Tukayyid 2 (I was not around for the first battle thus I have comments on it).
Using the image I took while playing through the second battle for Tukayyid we can see that the population of the clans is significantly lower than that of the IS through the sheer amount of players in the waiting queue.
Many of the merc units went clan to get more games in and thus earn more money from the event and ignoring the side they played for entirely.
Why on earth would you sit in a queue with 43 groups in front of you if you could be waiting in the line with 12 groups in front of you? This makes no logical sense to a merc.
The bigger merc units have a lot more teamplay to their games and would rarely drop outside a 12-man which means that all of the groups that they play against that are not formed very well will get slaughtered no matter the side the merc unit is on.
So another question; Why would you not play clans when you know the majority of the IS side is likely to be made up of groups which have no co-ordination what-so-ever and can literally be farmed for C-bills in record times?
These two combining factors allow bigger and better merc units to just grind away. Raking in C-bills while meeting little resistance from the un-organised groups (and there were ALOT for the IS side). Its all about turn-over rate vs C-bill revenue generated and the best of both worlds was to play clan at the time.
Thus this does NOT show an imbalance between the Clans and the IS. Simply how one can go about creating a misconception that one side is OP because those who know how to play the game take full advantage of it.
If not to further is point- the final outcome of the second battle (
InnerSphere (29/63) 46.03% | Clans (34/63) 53.97%) Shows that despite these combined factors the clans were BARELY able to squeeze out a win with the better merc units on their side.
So in conclusion STOP citing the battles for Tukayyid as a means to show imbalance unless you have evidence.
Secondly; In terms of balance between clans and IS I would say there is a definite edge to the IS side- I'm not saying IS is OP simply that they currently have an EDGE over the clans. And this edge by no means can not be over-come.
Clan mechs and IS mechs function very differently which is most noticeable in CW over QP.
In QP I find the game to be quite balanced even with the edge to the IS mechs.
In CW it is even further into the IS corner but not because of the mechs or their pilots solely but from the map layout and styles you are forced into playing. With the IS being tankier than the clans means you have a greater (not 100% but greater) success rate when pushing into a clan defended base and lower if your pushing into an IS held base as clan.
This is due to the lower burn times on IS lasers and longer ones on Clan lasers. Holding/tracking IS mechs which are moving from cover to cover through the map for the FULL duration of Clan lasers is very tough at best and I'm not even mentioning the fact that the IS can tank it in this point simply that it should be in mind.
The IS burn times make it easy to apply all the damage (even if it is less) to Clan mechs so even if they are moving from cover to cover the chances are the IS have put more damage on the less tanky mechs than the higher damaging-longer-burn-time Clan mechs.
This gives IS another edge in CW which is starting to get pretty sharp.
When playing in CW the point is as the attackers to go in and wreck the enemies base/mechs. Making use of 'clan range' on most maps is hard especially if your playing as the clans and are trying to push INTO IS brawl range- which is a death sentence if your playing against an organised and well formed firing line.
Trading at a good range for the clans just burns through the clock to quickly to be a viable option so the only option for clans when pushing is to go in with high-alpha builds to put as much damage on the IS mechs they can with what armour they have left which (as we know) the IS mechs can tank far better.
CW is in heavy favour of the IS and the only thing that allows the clans to do well in CW is the teamwork and focus fire of it's pilots.
I'm not saying that the mechs are at fault or the players for that matter. Its the game mode itself that needs to be changed on a fundamental level but I doubt PGI will make any change to it as phase 3 is basically the end of CW development.
*Note that I am simply explaining the reality of how things work in CW from a clanner view-point*
Edited by Tankashi, 03 June 2016 - 08:08 AM.