TLBFestus, on 30 August 2014 - 04:41 PM, said:
Unfortunately "numbers" count. Be it DPS, FLD, win:loss ratio, or what ever. Properly used they tell a story and right now, despite your observations, the evidence points to a disparity between Clan and IS mechs.
Thats the thing though. If you look at the numbers for the Clan ERLL, ERML, ERSL vs the IS ERLL, ML, SL, (and i just did this myself to make sure im not just shooting smoke.) The 'Number' difference between the damage Clan Lasers do, vs IS beams is 1 point of damage or LESS in terms of dps. And the IS ERLL can be fired twice, before the Clan equivalent has even finished its first cool-down.
Meaning in 'practice' (that being, In-game), that 9 point IS ERLL has done 18 damage, and is starting his 'second' cool-down, in the time it took the Clan to do 11.3 and get to the point he can shoot again. Yet the "Clans are Overpowered Crowd" dosnt see that, all they see is "Clan ERLL does 11.3 Damage while i only do 9! its overpowered!".
The 'only' advantage that even makes any difference between Clan and IS, is the extra range, and even that's only useful if the IS mech (or enemy Clan mech) is nice enough to stand still for the entire duration and not turn any.
And that is with the current build we have.
less than 1 single point of damage is the difference in damage if you go by 'numbers'. Yet if you look at the boards, almost everyone jumping on the "Clans are Overpowered!" band-wagon, are acting as if they are getting shot by weapons which do 30+ points of damage more than them. Which is why im trying to keep 'numbers and spreadsheets' out of this.
If you 'dont' look at the numbers, and instead look at what actually happens You'll see what i noted in the OP. Nearly everything the "Clans are OP" people are complaining about, generally result because their trying to fight Clan mech's the same way they'd fight an IS mech. They DONT close the Range down, they DONT aim for the arm that carrys 50% of the Clan's weapons, they DONT use flamers when in a brawl situation (and yes people can say flamers are pointless all they want, against an IS mech that might be true, but not against Clan, especially if they keep throwing these increased heat nerfs at them), they DONT stay together like the Clan mech's naturally do due to the closeness of their mech's speeds.
It honestly wouldn't surprise me if we found out that in most instances were someone says they were 'in a fight one on one with a Timber Wolf and he obliterated me! their overpowered!'.. They were really in a 2 or 3 on one, and didn't realize there were 2 other Clans nearby shooting at him, while his entire IS teammates were scattered across 4 grids.
All of that is why i dont understand why nearly ever single patch we see lately includes a "Increased heat, Increased head-buildup, increased duration" for nearly every single clan weapon.
EboneezeeR, on 30 August 2014 - 05:06 PM, said:
The major problem is when PGI nerfs clan thay do same to the IS, and for IS any change even of those +0,5 sec. duration or another 50-150 metres of effective fire range(not a full range) without increasing damage is crucial and affects IS so bloody hard that some weapons actually went out of use. For exsample SPLs and LPLs, mostly dispite heat penalty all LL's where replaced to ERLLs. ERPPC's due to heat issue to simple PPC's just trying to avoid contact less than on 90 metres range where PPC got "blind damage zone". So now, when PGI nerfed ERLL's people goes LRMs and ballistic. And dispite that fact that IS AC's bring damage in one piece they are not so distractive as C-AC's or C-U-AC's when fired.
The 'range' nerfs their going to introduce are not really 'nerfs' in most regards (be it IS or Clan). Looking 'beyond' the Changes, you'll see that they are really 'balancing' the weapon's against the Weapon Modules.
If they didnt reduce the Range of the weapons, but still introduced the Lv4-Lv5 weapon mods, You'd see SL's with the range of a unmodded LPL.
Edited by ShadowWard, 30 August 2014 - 05:59 PM.