ztac, on 05 January 2015 - 01:03 PM, said:
@Rhaythe you wasted your time typing that all out ..... If you knew the game and read previous posts you would have read about HEAT and Quirks! these change everything......
Any player worth his salt will know how to counter a known loadout. IS mechs that are "so OP" are basically boxed into a known loadout, so Clanners can use their advanced zoom via targeting comp's to figure out what the IS opfor is fielding.
TDR-9S? Oh, must be ERPPC's and likely an XL.
Stromcrow? Hmm, is it an SRM, LRM, or energy boat??
Timberwolf? Hmm, is it an SRM boat or LRM boat? Wait, I don't think those ears are tall enough, must be a...hmm, UAC, gauss, or energy boat??
Quirks only affect a few chassis, and to elite an IS chassis you still have to play 1-2 ****** mechs first. Clan mechs can move nearly an entire build between all 3 variants. I won't even mention the omnipod EXP bonus...whoops, I just did. FYI if you've read this far, I've often had my TDR-9S with 3 ERPPC's get eaten up by ERLL Stormcrows - they focused on a side torso, knowing EXACTLY what my build needed(XL300) to no break the quirk bonus.
Also look at alpha strike numbers possible. The majority of clan mechs can have a higher alpha than most IS mechs...even with a side torso blown off!
Last thing I'll mention is how cooldown modules suck. There are precious few IS mechs that can benifit from them. IS DHS's take up 3 crits not two, and most IS mechs can't boat a single type of weapon. In the end that module allows you to do 10% more damage for a few more seconds before your overtaxed DHS's are nearly overheating.