As an IS player the IS on Clan balance is about right & where it needs to be. All the "clanner" tactics are easily replicatable with various IS mechs.
Long range game? Bring 4-6ERLL Stalkers and gauss Jagers, with one or two LRM mechs if you feel gamey; problem solved. Fast-moving SRM boaters? PLENTY options available in the IS; the hunchback SP and several centurions come to mind.
The thing that I feel is imbalanced right now is map design.
Boreal needs to be left alone, it's good where it's at: a struggle to attack, but also a struggle to defend reliably, if the attackers have a focused strategy (ideally, a mixture of direct fire shooters and mass pushes, in my view). There's a place for just about every kind of build.
The other map though...all the problems with it were MAGNIFIED and *made worse* by the patch. What on earth the dev team were thinking when they decided to *ADD* 'brawling cover' (read: more routes for zerg pushes to safely take through the base), on top of effectively reducing 1 big base to a bunch of small, low-hp/easy to SRM-alpha-to-death targets, that were all placed RIGHT in the most common zerg-rush pathways...I really don't understand it, whatsoever.
All long-range type mechs are essentially useless there, with the vast majority of fighting occuring at 450m or less.
Makes me wonder how in-touch the team is with what's occuring in their game - maybe they ought to play it more often, a few games against Lord or 228 on that map would probably wisen them up.
Edited by Telmasa, 20 December 2014 - 11:28 AM.