Zeh, on 23 January 2015 - 01:08 PM, said:
I couldn't slog through all 20 pages, but I went through a good bit and didn't find a link to
http://metamechs.com/mwo-tier-lists/ anywhere in here, so I thought I'd pop that in.
Metamechs is currently
the resource for metagame information generally used by the most informed players.
Here's a bit of a summary of the tier lists:
To summarize: excluding scouts in competitive, because that's not a big indicator of fighting ability, just shows IS lights can move quickly for spotting movements
11/12 competitive tier 1 mechs are clan. (21/22 if you get variant-specific)
- 3/4 group queue tier 1 mechs are clan. (5/7 variant specific) Again, only IS lights that move quickly are in the running.
- ALL solo queue tier 1 mechs are clan.
Gotta love when I see people complaining about IS quirked mechs being OP when one of the only highly respected resources for this kind of thing blatantly shows a large imbalance in place still in favor of clans. Not only in competitive play, but at every level for every mech that's not a light.
I agree, however my conern here are excessively high quirks that distort the game. In this case, a 50% heat quirk + cooldown + velocity not only blows away comperable IS options but also anything the Clans have for ERPPCs. The velocity quirk is the extra component to the balance problem. 1208 m/s is much better than 1050 for accuracy. The 18 DHS that can fit in the TDR effectively operate like ~40DHS if you include the lab upgrades. Not only that, this thing can withstand ghost heat for two alphas, a 3rd with a coolshot.
This is simply the case where one quirked mech is way way overbaked and pgi needs to go back in and more evenly distribute quirk adjustments in a fair way.
Also, the 9S fairs very well as a 4xERLL boat. The thing also gets -25% heat on ERLL. Even at the half quirk, it is still very powerful.
Bottom line, PGI has to be careful with quirks beyond 30% on heat, range, and cooldown.
Edited by Kin3ticX, 23 January 2015 - 01:45 PM.