Phaeric Cyrh, on 31 July 2014 - 02:38 PM, said:
I have read the Clan weapon stats.. They do more damage, have more range, take up less space and weigh less than the IS counterparts. The engines have the weight of an XL but behave like a Standard engine for IS as far as damage. The fact it takes slots is meaningless since the weapons and heat sinks take fewer slots. The weapons causing more heat is compensated because the heat sinks work better,
If you want to go off pure specs and math alone, there is no doubt the clan tech is OP. The only argument people had was that real life scenarios in game are more nuanced than math on paper and that things balanced out in real fights.. Well, we've had a couple MM changes to allow IS v Clan matches and guess what? The math really does play out. The clan tech is more powerful than IS on paper AND in the game.
As far as all your matches going to IS, screenshots or it didn't happen. Everyone else I have talked to has experienced massive clan rolls, with the IS getting a couple kills if lucky.
Heat sinks work the same way.
No Clan weapon is superior to an IS weapon (save for maybe the Gauss Rifle)
Clan ballistics take fewer slots (if using UACs that can jam), weight less, and spray their damage all over the place with a good chance of missing a lot of it. Compared to IS ballistics (Hands down the undisputed kings of the battlefield), which are cooler, and deal their full damage with no chance to spread it. (hence why my Orion just roflstomps clan mechs).
Clan beam weapons have longer range, better weight and slot cost, however, they generate more heat, and take longer to deal their damage, meaning they have to expose their mechs for much longer to deal their damage. Couple with most of them having huge CT hitboxes, is a very dangerous thing at short range.
Clan LRMs are now the worst weapon in the game that isn't a flamer. There's no arguing with that.
Clan SSRMs have painful cool down timers (SSRM6s have a 7 second Cycle time, no other weapon has that long of a cycle time.)
Clan SRMs weight less, and deal less damage (with less impulse, unless I'm mistaken)
Basically each weapon has it's own trade offs and balances out in one way or another relative to the IS counterpart.
Clan engines (that everyone keeps talking about), are better than the IS XL counterpart, however at the same time they have a few problems:
1- They can't be swapped out. That alone is a HUGE handicap, that most people can't understand until they pilot a clan mech.
2- Most of them are either too big, or too small for the mech.
Couple that with hardwired structure slots that restrict what you can do, and hardwired DHS and JJs that you can't even choose to un-equip, and you realize that mech construction isn't as easy for clan mechs.
Now, on to the real life scenarios.
You've been playing this game since May. You've probably clocked a 1000 drops at best. Yeah, clan mechs will seem OP to you. You haven't been here long enough to figure out everything.
As for my matches going the way of IS, I have no reason to prove that to you, whether you like it or not, they happened.
While talking about IS Vs. Clan tests, the last test PGI did, the clans barely pulled ahead, and the biggest factor for them doing so, was the fact that trial mechs are IS only, so new players, and in fact, the newest players were on the IS side. Go read the numbers again in the thread they released (combat efficiency drops down to about 60% if the player is in a (C) mech)
While the clan mechs were usually piloted by more experienced pilots, who are more likely to perform well in them, due to experience with the game.
Right now, 1-on-1 clan vs. IS, as long as each side focuses on what they can do right, the chance for winning is 50/50
Jiang Wei, on 31 July 2014 - 05:10 PM, said:
If you take skill out of the equation, the clan mechs vs IS mechs win every time just based on simple math.
Actually, the chance of winning is 50/50 for both sides. Especially if you take skill out of it. Idiots will always make mistakes that can turn into advantages.
On a more fact based note. If an IS mech and a clan mech stare each other down at 400 meters. Which one would win? That would be the clan mech, however, that's still balanced. Why? Because the clan mech excels at Damage over Time, and sustained fire.
Now, if both mechs are circling each other, and firing, which one would win. That would be the IS mech, and it's still balanced. Why? Because Damage over Time builds SUCK at tracking keeping damage on a location that is moving, and so they will spread, and waste a lot of damage.
Now, if both mechs used torso twisting and were very mobile, which one would win? That would be the IS mech again, and it's still balanced. Why? Because Torso twisting is not very efficient on clan mechs, they have low-slung arms, and can't shield their CTs well. (The T-Wolf just can't shield it's CT, regardless of what you might do). While IS mechs can shield their CTs a lot more efficiently (It's also why the Atlas will always beat the Daishi in close combat).
Now, if Both mechs decided to engage at 800+ meters, who would win? Clan would win, and it's still balanced. Why? Because clan mechs excel at range, and can deal more damage at long ranges.
So, in short:
IS mechs win brawls, and close range battles.
Clan mechs win long range battles.
I can't simplify it anymore than this. Seriously. Each faction has it's own flavor, and it's own thing that it can do well.
If you want to beat a clan mech at long range, then you need to have the skills to compensate for your disadvantage. If you want to beat IS mechs at short range, then you need to have the skills to compensate for those disadvantages as well.