Ian G, on 27 December 2014 - 04:17 AM, said:
Funny, only clanners say there is no balance problem. And they complain about quirks. And you sir, say there are three reasons. IS the third one invisible or only viewable when you got yourself loads if clanmechs for MC?
But your first two arguments are worth considering, but i think they are wrong.
First, the Firestarter. IS can only take 24 of them, then they must take something else. It's good on the offense, but has nothing on the defense. So if you attack, firestarters shouldn't stop you.
You got the range and the turrets. Use locked LRM's or your superior laser range against them. And if you say they got ECM, i ask which of the Firestarters will carry it?
Solution: Don't use direwhales, use Timbers, hellbringers, hell even in my Warhawk i shoot down Firestarters regulary. It's no big deal.
Your secon argument really got me thinking. Are quirks totally op?
Nope, they aren't or you would see only IS mechs in pugging play. But still many Clan mechs are there. Why is that so?
Because of two reasons. Range and DPS. With 5 notable exceptions (LB-X10, Gauss Rifle, Flamer, Machine Gun and U-AC-5) Clan weapon are superioir in both fields.
Now add the facts that Clan mechs are more durable (hey side torso gone and you are still in that game) and faster than IS mechs (well not all of your assaults qualify
) , and you might see why Clan mechs are still better than IS mechs.
But don't believe me, just see what metamechs says to it for comp players:
http://metamechs.com...ists/comp-list/
and for pugging:
http://metamechs.com...ists/solo-list/
Cya on the battlefield.
I lately got bad insomia and rarely slept. I listed 3 things until I noticed that I forgot what the 3rd problem was half way typing it and it was a bit disorganized with problem 2.
The thing is I do not feel like I should be forced to only use stormcrows and timberwolfs in the battlefield in CW because every other mech is underpowered.
Anyway I believe quirks do make certain mechs OP. Both IS and Clan pilots agree there is something ****ed up about the firestarter.
Especially the fact not a single one has a flamer quirk even though this mech was DEDICATED to use a flamer in BT.
Also quirks was an equalizer for the Inner sphere mechs. Now we see awesomes on par with victors, Hunchbacks on par with shadowhawks. Locusts as popular as jenners. etc.
I am not sayign the timberwolf needs a 50% reduced heat on large pulse lasers and er mediums and get a 20 armour point bonus to each torso.
I am saying have something like a 25% LBX 5 cooldown for the kitfox, Increase ballistic velocity for the Ice ferret and Gargoyle, Reduced ER PPC heat for the warhawks. etc.
Something reasonable to make these mechs more valid. ( also I think a missile quirk for timberwolfs should be one of the only things they should get. We all know they are amazing at there laser abilities but I have yet to see a missile serious player do well in any game mode)
Clans are not more durable. In some senses. If you take 2 side torsos off any clan mech it'll die. do the same to any IS mech with a standard engine and they don't die. (Not all mechs are born to be XL engine-ers in the inner sphere. The centurion is a good example of a mech that is still battle ready with no torso)
Also I believe the heat for Clan lasers are a bit out of wack.
an ER medium laser does nearly as much heat as a inner sphere Large laser. (and keep in mind the damage, range, and dps differences. )
I know it is an ER laser but the thing is the clans do not have normal lasers outside of training because there ER variants have the exact same heat and out did the normal lasers in every single way.
Another example is the Nova Prime. Lore wise = it could alpha strike without over heating. And it can do this a few times over.
Nova prime in game = even with small lasers, firing them in 6's. Will make you hot pretty fast.
I do not want the ER medium laser to only produce 4 heat like the inner sphere but It really makes it hard to use this weapon which should be like a back up or secondary weapon to your main weapons (ie LRM boat with a few meds, lights carrying only a few meds on a light mech. or a few on a large assault to back up the other weapons)
I got a direwolf, It is the LRM configeration of the widowmaker. It is personally my most favorite direwolf to use in CW due to it's strength at being good at any range and is more better at heat then the regular widowmaker (replace the 2 lrm 20's for 2 er ppc's for the normal widowmaker)
it has 2 LRM 20's, a UAC 20, 2 Large pulse lasers, and 3 mediums. Funny enough the 3 mediums are the hottest thing on the mech. these 3 tons produce more heat then the 12 tons of pulse laser, the 10 tons off missile. 12 ton of an UAC 20.
heat
3 tons of back up weapons > 15 tons + off other weapons.
You shouldn't tell me "Do not use direwolf in CW" or any other clan mech besides 2.
Meanwhile IS can do what ever they please.
Another reason I highly support quirks is that compaired to other clan mechs they are not unique or underpowered.
For instance what is the difference between 3 stormcrow configurations all using the same omnipods?
Or what makes the ice ferret prime better then the other two or what makes the direwolf B on par with the other two?
I think we need quirks to create some uniqueness between each configuration. I am a bit tired hearing guides on mechs all saying "as soon you master it, sell these 2 alt configs" or what ever. or "never use the ice ferret prime".
Mini rant over. My proposal doesn't make clans OP in pug matches nor do they over take IS in CW. as I said to go along with the changes is to drop the 12 man group to 10 man. Replace the leopard dropships with broadswords. (carry 5 mechs each, and more firepower. this will be the substitute for the fact it's 2 dropships firing and not 3. and is perfect to carry 10 mechs). and change the bay of 4 mechs to 5 mechs for the clans to drop with.
IS max tons in mission =
11520
Clan max tons in mission = 12000
this may make it look like the Clans have the advantage by having more tonnage but there is the factor that it's only 10 mechs in the field at any time, not 12. it seems balanced to me.
Also you stated we should use missiles. meanwhile clan mechs have no advantage with missiles besides they can still hit within min range (basicly only worth it for kill assists and not doing 0 damage if the enemy moves 1 meter towards you). They spread so the IS mechs AMS to take it all out and also the IS fire at a much more rapid speed. (also neither timber or hellbringer is good at boating LRM's.)
I know I forgot something and I am sure you will pick it up and hit me on the back of the head after I go to sleep but I can't remember. I think it had something to do with the public matches vs CW matches
Edit:
Funny story about the ECM thing. I actually want PGI to release the ECM variant of the Firestarter. The Firestarter S1.
Ofc after the quirks change the meta for firestarters, fix the flamer. and make the S a lot more better in quirks over the S1.
Idk. I just have a soft spot for alt configs and variants that can be added in the game but are not...
Kitfox A, cataphract 3l, catapult C3. Nova-A, etc,,, i'm looking at you.
Edited by Nightshade24, 27 December 2014 - 05:14 AM.