Adiuvo, on 21 September 2014 - 10:25 AM, said:
Close range:
http://mwo.smurfy-ne...92fd0b142ae9348
Or I could link the SRM Stormcrows. Or the autocannon Daishis. Or the ERSL Nova.
Hit and run? When all of clan mechs except for the lights are faster than their IS counterparts while mounting weapons that are longer range?
Hit and run relies on cover, so you are engaging within your comfort zone. I'm talking about popping out within 300-400 meters, firing, and then, diving behind cover again. Either the same brick you were behind, or another one.
As for the close range builds, yes, clan mechs have close range builds, no one said they didn't. It's not their strongest suit. That Timberwolf build is actually a good example of that. It's got +10% heat damage, +10% increased missile cool down.
That means it fires less often, and when it over heats, it damages itself more. Couple that with the heat on the ERMLs, alone, and pressuring one into firing more than it can handle is very easy.
As for the DWF. Everyone knows that all you need to do is just side step around them. Almost all DWFs have no lateral arm movement, can't torso twist to save it's life, and can be out-maneuvered by every other mech on the field, short of ones running insanely low engines (like 100-125 engine ratings low).
Yes, it shouldn't get into a position where it can get harassed like that, but it happens, a lot. Not to mention that every now and then, you don't have a tunnel to funnel your kills towards you, and they circle you, or your team blunders. It happens.
As stated above, it's a very binary mech. When it works, it eats everything, and when it doesn't, it barely puts a dent in the enemy team.
Wrenchfarm, on 21 September 2014 - 10:29 AM, said:
Thanks for having a better composed response than most clan players, but I still disagree on several points.
Maybe because I'm an IS player

(JK, no offense to my test tube friends)
I'm gonna go through your post in sections, if you don't mind. Makes things easier to relate and understand for me.
Wrenchfarm, on 21 September 2014 - 10:29 AM, said:
Mainly, I don't think IS mechs truly have an advantage in a brawl. Clans dominate at range, then largely match IS mechs in a brawl. Yes their weapons are hotter and the lasers have more burn time, but that ignores all the clan weapons that work just fine in a brawl. LBXs, SRMs, point blank Goose and PPCs, etc. Even their lurms by virtue of their flight pattern are easier to use in the 200-300m range and have the added bonus of screenshaking the other guy to pieces. They have crazy high alphas, can tank comparatively more damage with torso twisting, and generally have speeds rivaling or excelling IS equivalents in their weight class (with the exception of Clan lights).
1-LRMs have reduced guidance at close range, meaning that at under 200 meters, they have a very solid chance of completely missing their target. However, they do cause screen shake when they do hit. Which is actually more damaging than the minuscule damage they do.
2- Gauss for clans works the same as Gauss for IS. It's 3 tons lighter though, and the only weapon that is just objectively better than it's IS counterpart. (Clan LBX-10 comes close, but it has shorter range than the IS LBX-10, Gauss has same damage, same range, but less cost)
3- Clan SRMs are a debate-able point, I think they're fine. Maybe their CDs could be increased by 0.2-0.3 seconds.
4- If clan mechs are equipping ammo using weapons at all, their construction will force ammo to be placed in the side torsos, meaning that a single crit could remove all the HP on that torso and instead of wasting 30+ points of damage to take it out, you only needed 5 to cook off the ammo in there, and remove it.
5- If you are going to count point blank gauss for them, along with PPCs (they only have ERs, and trust me, many want regular ones), you should count those for IS as well.
Wrenchfarm, on 21 September 2014 - 10:29 AM, said:
So what you have are Clan mechs that get to pick apart the IS at range, and when they eventually close, get to match them in a brawl but will win since the IS are already half dead due to ranged fire. You want to take about hit and run and stuff, but Clan mechs are just as mobile or more than their IS counterparts and just as good at dumping FL PPD with a few exceptions (Nova). They can employ the exact same tactics to just as good (better) results.
PP FLD is landing your damage with one shot in one location. The clans only have Gauss, and ERPPCs to do that. While the IS has Gauss, PPCs, ERPPCs, and all their ballistics as well.
What you are describing, is how clan pilots should operate, and IS pilots should be trying to rob them of that tempo. Instead of engaging in futile long range engagements that are already forfeit. IS pilots should be closing in on clan mechs. Yes, most clan mechs are fast, however, other than the T-Wolf, most of them move at comparable speeds to their IS counterparts. When engaging in hit and run, hit and fade, whatever you want to name it. What matters is the exposure time. Unless they are waiting for you, and know you are popping out of there right then and there, you will be able to deliver a salvo and hide with little to no return fire. They start chasing you, lead them into a trap. If it's one v one, then make them fire on you as often as possible, and spread that damage. You can deliver a full alpha and twist to spread damage before they can.
Wrenchfarm, on 21 September 2014 - 10:29 AM, said:
My comparison between the Nova and HBK-4P is apt. Saying the Clan lasers have longer burn times is true, but also ignores the extra damage. If your clan ERMLAS stays on target for 1 second (the entire IS burn time) of it's 1.25 second fire duration, it does better damage than the IS version. If the target twists or you shake your aim and the last .25 seconds of burn time go off target, it's just added bonus aggravated damage to other components. If you're good enough to make use of the full 1 second burn time of IS MLAS, you will always do better with ERMLAS. Not to mention the higher effective range since brawling occurs anywhere from 0-400m. While the IS MLAS lose damage, the ERMLAS keeps right on trucking.
That argument is still ignoring the heat and cycle times. I agree that ERMLs deal more damage in the same time, and the fix for that isn't by nerfing the ERML. It's by un-nerfing the IS ML, and putting it's heat back to 3. That way you have a proper trade in of damage for heat. Instead of this 7 damage 6 heat compared to 5 damage 4 heat nonsense.
Wrenchfarm, on 21 September 2014 - 10:29 AM, said:
I don't think Clantech is superior in just the PuG ghetto. I think if you got two comp teams together and had them play Clan Vs IS (say 10 games total, 5 games as each side), the Clan teams would win HANDILY. Clans simply have every advantage and it's ridiculous to say otherwise.
Again, if the game had active CW and Clans and IS were fighting with asymmetrical teams, only IS had access to support arty, etc, it would all be a different story. But I live in the real world where MWO is just a random arena shooter where the team that happens to draw more Clan mechs tends to win.
I honestly don't see the advantage being THAT big. Not really.