Adiuvo, on 08 December 2014 - 01:09 PM, said:
Perhaps for the IS, but the most common clan drop deck by far will be 3 Stormcrows and a Timberwolf. There's very little reason to take anything else.
Until the community gets over the "Nerf clan" kick and can finally accept the fact that the...non holy trinity of Clan mechs could use some quirks and buffs. Maybe not huge sweeping buffs, but a few quirks here and there to kinda tweak them a bit would really help.
For the Summoner, if its not going to get more hardpoints, or the option to remove the JJ, then let it really take the cake in the mobility/agility side of the house, while maybe slightly nerfing the Timberwolf's mobility, and not to the extent of the Victor, but maybe 3 degrees less twisting here, 5kph less acceleration there and just small little taps with the nerf hammer to bring it in line. Meanwhile, increasing the Summoner by equal amounts, along with quirks that allow it to take advantage of it's fixed5 JJ it has. Quirks of like 25% more JJ Fuel, 20% faster regeneration.
For the Nova, similar quirks to it's mobility and maybe a reduction to it's Ghost heat penalties. 50% less Ghost heat penalties for using ML/MPL and increasing it's GH limit from like 6 to 7 that way it can easier fire the crap out of it's mass amount of energy hardpoints.
For the Warhawk, give it large energy weapon heat/cd/duration and heat dissipation quirks to allow it to embrace it's energy boat design. Its obviously never going to get a series of balanced ballistic arms and stuff, so let it embrace it's primary role.
Sure, with a few loadouts and with a really good player, one can do well in a WHK/SMN/NVA and w/e else, but obviously something isnt working if the big 3 are the primary Clan mechs and about the only ones we will see in CW. Not saying any of them are truly terrible mechs, except maybe the Summoner, that mech is lacking for sure....and maybe the Nova, its simply runs to hot to be of true use, given its mass amount of E Hardpoints.