MischiefSC, on 11 August 2014 - 12:21 AM, said:
That's why I don't think the Clans need 'nerfed hard'. I think the IS needs un-nerfed and Clan lasers needed dialed back some. Not a ton, but some. That conversation has its own thread.
^^^^^^^^^ We can argue all we want about the first part that I'm not quoting, but THIS. THIS is what absolutely needs to be done. IS weapons got nerfed hard over the years. Un-nerf the blasted sods, so we can all have fun.
John80sk, on 11 August 2014 - 03:16 AM, said:
locust, commando, hunchback, trebuchet, dragon, thunderbolt, orion, awesome, highlander. These mechs are all awful.
blackjack, centurion, hunchback, kintaro, wolverine, catapult. These mechs are all pretty bad.
The problem isn't that Clan's are overpowered, it's that the IS has so many doo-doo mechs, and most that aren't doo-doo mechs require specific builds to not be doo-doo.
Firestarter vs Kitfox
Shadowhawk vs Stormcrow
Phract 3D vs Timberwolf
Victor vs Direwolf
In that match up I wouldn't put serious money on either side, but throw in a few Dragons and Hunchbacks and things get out of hand. Clan mechs don't need a nerf, bottom tier IS mechs need a buff.
I'm sorry, but you don't know how to pilot these, mechs, not that they're awful. In fact, the only one close to being "awful" is the Awesome, and it's recent buff is making it rather excellent (The mech's structure is too wide).
Of the match ups you listed, Clans only win 2 (you weakened the IS position intentionally by putting a CTF against a T-Wolf instead of an Orion).
My Orion doesn't have elites on it (only have 2 so far), and it's my best clan busting mech. Strap a STD 300, AC20, 2SRM4s, 4MLs, and go to town (watch your heat with the MLs.)
Doctor Proctor, on 11 August 2014 - 09:32 AM, said:
That was accounted by player ELO. There was only a 90 point variance between the two sides, which should have produced approximately a 60/40 win ration, NOT 90/10 as was actually seen.
Suddenly ELO is insanely accurate, but 2 days ago it was absolute crap???
Also, the edge in ELO goes to clans, if the MM actually accounted for that, there would be NO edge, not an increase of 225% in edge.
Add to it that the traditional PuG tactic strongly favors clan mechs (standing around 700 meters away, poking at each other without thinking), and what you get is matches weighted heavily in favor of clan mech wins. Basically, it's surprising the clans didn't win more. Literally every match they went into (because it was PuGs only, and no group drops were allowed into the testing, thus removing the more experienced, and organized players from the pool), had the odds stacked for the clans.
People can't get it through their skulls, that to beat the clans you want to close in on them, and smack them at under 300 meter ranges.
Compound all of the above with a no respawn system (thank god, I like this game without re-spawns), and a simple advantage in early games makes it an almost absolute win for clans.
Blacksoul1987, on 11 August 2014 - 09:37 AM, said:
yeah quite a few of the IS mechs are just bad like most of the energy heavy mechs (except stalker) reducing medlas heat would help a lot I feel.
It's what several of us have been calling for since day one of clan mech release. "Hey, clans are here with their ER beams, can we get our ACTUAL beam weapons back? The ones that are less heat inducing?"
Lefty Lucy, on 11 August 2014 - 10:23 AM, said:
Yeah. U/ACs need faster bursts. Lasers need a bit less damage or a bit less heat. Pulse lasers for both factions need something to set them apart, but Clan PL are tricky because they have literally double the range of the IS versions, so make them too good and we have a problem again. Definitely nothing like what they did with the CERLL, which is a travesty even with maintaining the 2 laser limit for ghost heat.
Honestly, I'd like to see some other factors like what consumables are available, not allowing Clan mechs to IDF, etc, but of course that would screw over clan mechs with narc and tag.
I personally think UAC burst is fine. If we increase it, it might end up becoming a sort of PP FLD weapon. However, energy weapons definitely need some tweaking in terms of heat and damage. Some of the damage numbers are inflated, and some of the heat numbers aren't there (then again, part of that is because we have a variable that didn't exist in TT: Burn time). I think the ERLL should have it's damage brought back to TT damage, while retaining a max range of 1600~ish, and a burn time of 1.7s max.
EDIT: I know I'm probably wrong on this, but I'm honestly starting to believe the joke we made up earlier about the only wins being fedcom wins.
Edited by IraqiWalker, 11 August 2014 - 11:07 AM.