DavidStarr, on 13 May 2016 - 12:08 AM, said:
I'm curious as to what you mean, because I didn't get it. I can play both IS and CL, but I immediately liked clan mechs more and still do. On average, I get same results with trial clan mechs as with elited IS.
I had answered that in another thread, so I'll just copy and paste it here. (So if the context is a little off, you know why.)
What I mean is:
- Clan lasers typically have longer burn duration than IS lasers. This leads to more incidents of friendly fire, and more splash damage.
- Clan ACs shoot in bursts. This leads to more splash damage.
- Due to the longer damage times of clan weapons, you need to keep your cross hairs on target more. A new player will be harder pressed to do so.
- CERPPCs run hotter. Hotter means harder for a new player to use, as they are still learning the heat scale.
- More expensive mechs.
- More expensive gear.
- Many clan mechs are higher priority targets over many IS counterparts. (People are more likely to shoot at the Timberwold and/or Stormcrow over a Hunchback, Crab or sometimes even an Atlas.)
There are good points to clan tech too:
- Omni lets a single chassis do more. More flexibility means more play style options to learn.
- Larger SSRM racks. Combine with CAP to disable any stray ECM...
- CLRMs don't have a hard "minimum range". Makes them a decent "universal" weapons.
- All upgrades are basically already built in. No extra C-bills to pay after purchase.
- Cheaper to try out alternative play styles. Just change a few omnipods, rather than buying a whole new mech...
Basically, Clan mechs and technology (as an average) rewards more skillful play.
(Recall, my points are for use of the mech, as much as for expense to customize those mechs as well. So, even if you bought a clan mech they will not work as well as the Champion mechs (unless of course you buy one of them), mostly due to less optimizations/min-maxing.)