My conclusions:
1. The Big Group Bogeyman is usually not true.
I both dropped with and against large teams, and have played against the... might I add very rare, 12 man team. My win and loss rate was no different than usual. In fact, 12 mans seemed to lose just as easily as a pair or trio of smaller groups, or a slightly smaller big group with a PUG or two. My point here is that seeing a large group usually does not automatically mean a loss, and frequently that's because I usually see teams as a conglomerate of multiple smaller groups instead.
2. Clans do far better on defense than they do on offense.
At first I thought that a pure clan team would roll games very easily, but after some play it's clear to me that while the clans have some major advantages, they're not extremely broken. It actually seems like it's just the Timberwolf, Stormcrow, Dire Wolf, and to a lesser extent the Hellbringer that cause trouble. There's very little variety in the clan drops that I've played against, and it's rightfully so. Perhaps we should nerf the better 'mechs and buff the weaker clan 'mechs (especially the summoner and adder) so that we'll see more variety.
I suppose my point here is that the clans are perceived as overpowered because of a handful of 'mechs that are arguably superior to the others. If the clanners were forced to pilot adders, summoners, and novas, nobody would be complaining that the clans were op. Note that I'm not suggesting we force the clans to play certain mechs, I'm suggesting we re-shift clan mech balance to improve variety and stop the universal eye rolling that occurs when we see a team full of TBR's.
3. The way the game is setup makes the Defense OP IF, and only if, you attack with a conventional attack/defend mindset.
This is the most important discovery I've made. The reason why people were zerg rushing lights at the beginning was because that was really the only way to make up for the overwhelming advantages the defenders have, besides a massive assault push. Now that the zerg rush has been nerfed with the multiple generators idea, we need to re-balance the defense, otherwise, suicide rushes against the buildings is going to be the only strategy we see, besides of course, stacking things and praying the defense is completely uncoordinated.
There's more or less no motivation for the attackers to fight the defenders because doing so detracts time and armor points away from shooting the necessary buildings to win. If you kill a defender, they get a fresh 'mech seconds later to fight you with.
My proposal is to increase the HP of the buildings, while at the same time vastly increasing the defender's respawn time. Many other Attack/Defense games like Team Fortress 2 utilize an increase in defender respawn time in order to allow attackers to make a push after they've taken down a portion of the defender's units.
Hopefully, what this will do is make fighting the defenders more worthwhile. if the attackers can fry a good number of the defenders, they can then proceed to take out the buildings and the turrets without having to worry about fresh 'mechs dropping on their heads.
Well, that's been my experiences so far. Lemme know what you think.
Edited by Techorse, 01 January 2015 - 05:50 PM.