Macksheen, on 16 December 2014 - 07:03 AM, said:
Truth is, their strengths are asymmetric - and that wigs people out.
There are some things IS does better. Some things clan does better. The top / best mechs "in game" are a mix of both - but depending on which side you want to get the boost, you skew your argument.
To me, that sounds pretty balanced at the top. Some more tweaks to bring the lower mechs up a bit to be closer would be great, as well as a bit more variety on CW drops and we'd be in a good spot. If they could add random factors to maps (say, turret types or number) that would rock even more.
Exactly - everyone looks at specific details and misses the big picture.
My own experience was that I wanted to play IS because there is a range of very specialized mechs that have unique playstyles, and I only had the cheap Scarecrows I got on sale. Well the unit I was with chose clan and I had to drop them and break my contract, but still play Clan for 2-3 days. Well with 3 Scarecrows and a trial Twolf I had some really good games. 2 Scrows with ErLLas and Guass and A splat Crow plus trial Twolf and some mech modules in the Crows. As a pug I had one 1-2 defeats (approx 3-4 to 1) while defending, which was the 2 out of every 3 drops, and it was a better than average win ratio attacking.
As a IS pilot I have really good damage builds, dual Guass Cata 3-D, 4ac5 Cat 4x (surprise quirk best damage/kills so far), The cheese Grid Iron (may be replaced for faster close in), and Cent D with xl325 and ton of ammo for base rush light defense. All of these mechs have modules and very tested builds and in standard Pug or group que their specifics outweigh the flexibility of the clan mechs. In clan warfare these specialities become liabilities, compared to the speed and non-xl survivability of the storm crows and twolves. My experience has been basically miserable playing against Clan. Every win has been a nail biter and every loss is almost expected. Also for some reason I have ended up attacking (usually counter attacking) on the hot map and then 1 of 4 times defending. I will be going back to clan as soon as this 7 day contract is up, because as far as I am concerned dropping solo on IS is not worth the hassle.
A huge part of the equation that is going to be hard to balance is the number of non-team/meta oriented IS pilots who can barely look past who got the kill. Also many of these pilots have heard about the OP of the lights, but have zero knowledge of how to organize and sustain the initial and secondary push. The worst part with all PUGs is stopping and avoiding the objective to play at combat. I did find that on Clan drops these weak links were a minority, but not with the IS side. I have been playing about 2-3 months and of the approx 65 folks in my friends list from group que only about 15 have IS tags (even though many of them do enjoy playing IS mechs for fun). There are very good IS units, but they do not have the depth to be in the majority during the drops. The IS pugs are just more numerous and have more of an outcome on battle. (yes these are only my observations)
At the end of the day the best number to look at is going to be the win loss ratio of the 2 sides (admitting there are a ton of factors) and this will be how steps to correct the problems start to become addressed. I have a feeling that for whatever reason the number of Clan victories will be significantly higher and this will lead to changes in the game or like most other online games many people are going to skip the storyline and just join the winning side sooner or later. I know I am when this contract ends.