Posted 24 September 2014 - 10:52 AM
I'm beginning to wonder if the players posting, " nerf clans ", actually have piloted them.
Do you bother taking a hard look at the differences of IS & clan? Probably not..
Clan mech pros:
Omnipods that allows limited changes to possible slotting
Clan XL engines
Auto 2 slot double heat sinks
CASE in all locations w/ 0 tonnage & slotting cost
Clan mech cons:
Ferro & Endo are pre-selected and can't be changed (it comes either stock or not at all)
Jump jets on some mechs are hard locked (usually @ 5-6 JJ's)
ECM on all mechs (save for Loki) are in the left arms (if you don't see this as bad, it means you can't shield w/ that side)
Engines are locked equipment, leaving Light & Daishi slow as dirt, compared to IS
Most don't allow ammo to be stored anywhere, except the torso & arms
Often have to choose between no weapons in a location for AMS via omnipod
Only come w/ 2x Con, 1x mech, 2x weapon slotting for consoles
Clan tech pros:
Lighter & take less slots
Shoots farther (ballistic & lasers)
Ultra AC versions of all AC's, not just AC5
LBX of 5-20
2 slot heat double heat sinks
7 slot endo/ff upgrades
1 slot BAP & ECM
Damage for lasers is higher
Targeting computers
Clan tech cons:
AC's regardless of type, all shoot via burst fire, instead of a single slug
LRM's fire via stream
Higher heat
Higher durations (all weapons other than NARC & Machine guns)
Now I'm not denying that clans have some good advantages, but they are already balanced out.
Clans have 0 mechs, that hill hump like Jagers/BJs/etc. Clan weapons require much more time on target, to
do full damage. Thus, the mech is exposed for greater periods of time.
LRM's shoot via a stream, which very significantly increases the value of AMS.
AC's are easily spread, due to burst fire, and leaves the mech exposed much longer.
We could also look at the mech choices via each side as well. Yes, the kitty is a sweet mech. No one debates that.
However, clans have 0 lights over 126kph. Kit Fox & Adder are maxed @ 107kph (rounded up) making them worthless scouts.
Yes, you "can" scout w/ them, but IS lights & meds outrun them. Baseline lights do 130kph, though most are in 140-160 ranger, with a few ~170kph. Assaults are kinda junk too. Yes, the daishi can pack an epic crapton of firepower. It also only goes 54kph. w/o speed tweak. That is a VERY big disadvantage. Most lights & meds can stay in the daishi's rear, and never be shot at from the mech. (it's a combo of low speed, low twist speed & degrees, and low arm movement)
The warhawk is faster, but it's a one sided mech, and has some crappy slotting.
A note about the amount of consoles. If the IS mech doesn't have ECM, it has 2 mech slots. That's a huge buff, if you actually
use the consoles. They don't have to choose between target dep, & something else. ex. LRM boat can get target dep & decay.
Once the mech is mastered, it gains access to an omni of sorts, allowing for a max of 3 mech slots. Don't sell this difference
short, or overlook it.
I could go on, but really look at things from both sides.