I played a few games recently after a few months. From what I saw, clamz have been losing a lot because:
1) They spend too much time in scouting matches instead of invading matches, including good players from organized teams. If nobody "seeds" invasion drops because they think waiting is pointless, then you'll only get full 12-mans dropping in invasions, meaning the battle lines will stagnate due to not enough matches being fought. Of course, since IS players outnumber Clam players, if Clam players ignore scouting matches, IS will eventually get Long Tom support and win every match regardless, and the IS players won't get full points for those kills, either. So the Clams are kinda damned either way, but at least there'd be some chance if they seeded invasion drops. TBH Scouting missions had a negative impact on CW/FW.
2) A lot of big units have really weakened over the past 6-12 months (CWI for instance), and some over the past 12-24 months (CGBI for instance). This is for a lot of reasons. Clams "won" several times in a row, but were not rewarded for it at all except with some meager cockpit items. Every time the Clams won, PGI reset the map. Even when the Clams surrounded Earth completely, PGI didn't do anything cool like allowing an invasion of Earth (which Wardens might dislike outwardly, but Crusaders would love), or an inter-clan Trial of Possession for Earth, or a clan being chosen as ilClan. Some Clammers wanted to take over the entire Inner Sphere, but oops, map reset. After 3 resets, a lot of Clammers really didn't see any point. They'd already proven themselves as much as PGI would allow them to. Why keep playing CW/FW? So a lot of good players stopped playing that mode, or the game, and a lot of units stopped burning the midnight oil. Because despite what a lot of IS players might have thought, "winning" the previous CW/FW "games" was really, really hard and took a lot of effort.
3) The Tournament is sucking a lot of good players away from CW/FW, which in turn is leading more people toward scouting, quick play, or other games. Since the Clams have a smaller player base, losing their best players affects their strategic options more than it affects the IS. Let's say that the Clams and the IS both lost an average of 100 active players at any given time. If before the tournament, the IS was fielding 250 players and the Clams were fielding 150 players, then at that time the IS outnumbered the Clams by 67%. If both sides lose 100 players, that means the IS is fielding 150 players and the Clams is fielding 50 players. Now the IS outnumbers the Clams by 200%. I don't know what the actual numbers are, but the trend should be the same.
4) I haven't really been up-to-date with the quirks being handed out to both sides. I have a general sense that PGI has stopped applying many negative quirks to Clam mechs, removed some that they had applied, and have removed some of the key offenders on the IS side. But the effect of quirks when I left was still such that there was several IS configurations that were better at every single type of buildout than any Clam mech. If you wanted to build a long-range mech, IS had the best there was. Medium? Short? IS had the best. Fast mechs? Slow mechs? IS mechs had the best. Anti-light? Anti-assault? IS had the best. And pretty much every IS mech out-DPSes every Clam mech (the exception perhaps being SRM builds, which still run too hot to win knife fights with against relatively fresh mechs). Clam mechs are only better for middle-of-the-road builds, which is generally not a good way to win matches.
At least, that's how quirks were when I stopped playing consistently. "Hey, let's give a Hunchback a 50% cooldown reduction on its gauss rifle... almost doubling its DPS per unit weight/volume/weapon slot." "Hey, let's stack general heat generation buffs with specific heat generation buffs with general heat reduction buffs with specific heat reduction buffs with general weapon cooldown buffs with specific weapon cooldown buffs... basically doubling the DPS of a specific set of weapons and still providing huge bonuses to slightly less specific sets." Clammers did their best to deal with this over the years, and a lot of players started to take it really personally from PGI, along with all the resets and lack of appropriate recognition/rewards for their victories. PGI displayed the attitude of "Hey, if the Clams win, we obviously need to change something."
So yeah, a lot of Clammers stopped playing CW/FW. The Clammers who are left have a lower average skill than before, and do not have the drive and zeal they once had. Quirks won't fix that.
Edited by Knightcrawler, 11 July 2016 - 01:11 AM.