2500kgm3, on 06 August 2014 - 11:29 PM, said:
Wait a minute there. Let's analyze that, OP.
According to that match description, you played a brawling game, and you met in an area with enough cover to negate long range weapons while closing into their targets for propper brawling at optimal ranges for close range weapons. That means that IS team was not only playing well. They managed to get you to fight on THEIR terrain and under THEIR conditions. They rendered your longer range (a very serious advantage) useless, and you did not manage to keep your distance on them. They played to their best strenghts -close range, front loaded damage brawling- negating your advantages by using cover to close in, and avoiding damage by exploiting the longer duration of your beams and ballistics by jumping in and out of terrain.
It was not "a good Clan team versus a good IS team on even foot" match. Clans were completely out-smarted in that match from a tactical sense (I don't dare to say "out-played") Clans lost their range advantage and had their weaknesses exploited, while the IS had everything in their favour.
And your point is "Clans are not that overpowered because we didn't win by a landslide, Clans won, yes, but it was close" when you should have lost for sure, if not been stomped.
I myself do not think clans are as overpowered as many claim, and I do think clan players happen to be more experienced players simply because of the money entry barrier. But if Clans can face better IS tacticians... and while not allowed to exploit the Clans big damage diferential in long range and being forced to deal with the longer beam duration and lack of front loaded damage against mech running from cover to cover Clans still come on top, it's no wonder most games where the Clans manage to use their arsenal to the fullest end in a landslide.
Maybe people claiming Clans are OP have a point.
Now this makes sense.
It's not been my experience that the clan fare well when put into the situation normally.
A lot boils down to whether the IS have enough ballistics though.
As it stands the IS lasers need a greater advantage in close quarters combat. So do their SRM systems.
(these systems are still a bit under powered compared to the supreme advantages that ballistic and PPC weapons give).
Clan LRMs should also lose the ability to fire indirectly entirely.
Do that would make Clans clearly superior at the long range fight, and IS clearly better at short range fighting.
Right now the IS CAN fight and win, but only with a good team comp AND good in-game tactics.
It's like fighting with one arm tied behind your back in a PUG queue match. However in organized play the IS should be much, much closer to even up on fights (though very probably in need of some love so they don't have to rely so heavily on ballistic weapons, allowing them a wider variety of viable mechs).
El Bandito, on 07 August 2014 - 04:24 AM, said:
How are we suppose to implement that with the mixed queue PGI had set up for pugs? Splitting the pug queue into more will not be a good idea. Do you mean to replace the mixed pug queue with the the 10 vs 12 Clan vs IS only queue?
Yes. They've stated over and over that base faction play will be the public queue fights. Group queue and Mech Companies are to be the more mercenary oriented planetary control fights.
Again, the other plain fact is the IS often lose these matches after load and before you even see a clanner.
PUG players make REALLY stupid tactical choices. Some which are actually decent tactical choices when facing other IS mechs, but they're just a bad idea vs. clan mechs.
Lights that Don't got find the clan mechs and more often die if they do rather than NOT trying to do damage, but instead bait the clanners into a better position.
All while the rest of the team stands in a pocket for Artillery Strikes, and massed clan fire.
Edited by Prezimonto, 07 August 2014 - 04:35 AM.