1> Attacker vs Defender - Advantage goes to Defender.
* Maps are laid out so that attackers must funnel through death corridors.
* Attackers are spawned far away from the fight.
* Defenders are spawned in the heat of the battle; their dropships bring more guns.
* Defense turrets and generators draw alot of fire that could be used on enemies.
2> IS vs Clan - Advantage goes to Clan.
* Clans always bring meta TimberCrows.
* Clans have range advantage (thanks to map design).
3> PUGs vs 10/12 man - Advantage goes to 10/12 man.
* PUGs have rambos.
* PUGS bring trial mechs. (I see at least 2 to 4 trial decks in every IS PUG)
* PUGS lack communication. Difficult to call targets, scout, or organize movement.
* PUGS lack cohesion. Can't preorganize drop decks for zergs, lrms, or other tactics.
This is why many complain. Like me, 70% of their drops seem to be PUG IS vs 10/12 man CLAN and even though they choose 'defend' they end up attacking. So, the advantages and disadvantages are compounded. If PGI doesn't make a change, CW will become a ghost town like the 12 man queue as soon as the Stocking Stuffer event is over.
*edit - changed 80% to 70% after checking my record of fights.
Edited by Tastian, 31 December 2014 - 08:58 AM.