@Lord Scarlett Johan (and anyone of similar mindset),
You're kidding, right?
Let's compare IS TT vs MWO shall we?
Bear in mind before you or anyone says it, I am not a 'Clanner' and the week I spent in CW I was Davion.
Each below lists TT stats vs MWO stats.
Using the exact same IS weapons as you listed for Clans.
ERLL
Range - 570m vs 675m
Damage - 8 vs 9
Heat - 12 vs 8
LPL
Range - 300m vs 365m
Damage - 9 vs 11
Heat - 10 vs 7
ML
Range - 270 vs 270
Damage - 5 vs 5
Heat - 3 vs 4
MPL
Range - 180 vs 220
Damage - 6 vs 6
Heat - 4 vs 4
SL
Range - 90 vs 135
Damage - 3 vs 3
Heat - 1 vs 2
SPL
Range - 90 vs 110
Damage - 3 vs 4
Heat - 2 vs 2
Except for your ML & SL that got slight heat nerfs, every other of these 6 weapons are improved over TT values in one or more areas.
EVERY
SINGLE
ONE (except the ML & SL heat).
So like the Army saying goes, "don't try to blow smoke up my ***," with Clan comparisons of TT vs MWO until you look over
EVERYTHING?
Honestly, if Clan Energy weapons are so uber, how come only 3-4 of their Mechs are consdered useful and only one of those, a Heavy, has ECM?
Why are Clan big Energy weapons range nerfed while IS got Range boosts?
Are Clan Energy truly uber or did people just forget things
like this?
Specifically this section:
Quote
What the above changes allows to happen is that the Clan ER Large Laser still gets a reach buff, still gets to have higher damage, still gets the tonnage and space reduction but requires the player to hold targets longer and it will generate much more heat when Alpha’d. i.e. The weapon still keeps its Clan properties/feel but requires better skill and heat management to operate.
Don't forget those Clan DHS outside the initial 10 or less in the engine have the same 1.4 cooling as IS and some of the Clan DHS are locked in place unlike yours.
IS players can spread Clan Energy damage easier than Clanners can do against IS Energy thanks to increased beam times of Clan Energy lasers and standard IS PPC has faster projectile speed. Not many Clan Mechs have Shield arms, most if they lose arms lose a good chunk of weapons probably includes those 'uber laser vomit' builds.
If Clan Mechs & Weapons are so uber, why can I duel a Timber Wolf in a Centurion and have a fair shot at winning that I have done several times even when I played CW?
None of the above factors in quirk benefits that make things better for IS. You also have not factored in that Clan Mechs get locked on certain custom options such as Endo vs Standard structure, FF vs Normal armor, even DHS vs SHS and quite often those DHS are locked in place.
Take the 'OP' Timber Wolf, all come with 5 extra DHS in the engine that are locked there, if it was a IS Mech those 5 DHS could be moved to soak crits in another location or removed for more tonnage.
Honestly, I don't fear Storcrows & Timber Wolves, the only Clan Mech I don't like is the 4-6 UAC Dire Wolf and one other Dire I forget now, that's it, nothing else.
I know people have their biases in games, seen it in others (Transformers Universe, LotRO, DCUO, MH, even before computer games such as SFB, F&E, etc.) but if you are going to talk about balance, try to leave your bias at the door.