Gents, I'm working on just this problem. A friend of mine is convinced we can out-range the IS, if we try hard.
As a result, I started doing the math, and doing tests. A T-bolt with quirks and a range module can fire an IS ER large at 827-1654. This is a fair amount more then an C ER large run by itself.
EDIT: The above information is for a Tbolt 5S, below someone was kind enough to point out that the 5SS has better quirks, and the range (Just tested) is 911-1822. The result is that the direwolf below does not actually have the range advantage.
I then decided to set up a direwolf for maximum range, in the hopes of getting a counter. (I used a dire for max tonnage to work with.)
My test laser dire, with a targeting computer 7, and a range module gets a range out of Clan ER large C ER large of 870-1740. (Without the computer, but with the module, it would be 814, meaning that we would indeed be out-ranged. Range would be almost equal with a targeting computer 1, which (with module) would give 831.
So yes, the Clans do technically have a range advantage, if we are willing to pay quite heavily for it.
I don't think it's a very usable advantage, since actually finding a spot you can shoot the enemy at from a range of 1655+ meters is quite hard.
This of course only examines the range, and not the overall DMG over time relative to number of weapons fired in a group and the overall heat generated over time, which we must admit are significant factors.
Because of the change in ghost heat, we now must compare three to two.
For example, each trigger pull of three IS er-large is going to be 27 dmg for 24 heat. With my test mech, I could fire three times on tourmaline without overheating, and would overheat on the fourth. (I put in 16 doubles, including the ones in the engine.) I do not have stalkers, so I did not test those.
A Clan mech firing his ER large in pairs will do 22 damage for 20 heat. If he attempts to fire three he will do 33 damage for 37 heat.
The IS three ER large build will do a DPS of 6, (Actually higher if you can calculate the cooldown quirk, the 6 is from smurfy on the weapon itself.) whereas a clan mech with two will do a DPS of 4.64. Worse, he can deliver that damage and retreat behind cover in less time. Here also the IS has an advantage in that it's meta mechs are all good hill humpers with high mounted weapons.
If clans start running mechs with 4 er large as a counter, to produce a total DPS of 9.28. A macro to fire the second group exactly 0.5 seconds after the first might also be advised, but we would still suffer the time disadvantage due to a total burn time of 2.5 seconds on target, (if you can keep it on target) vs a target that must fire for 1.1 seconds and who may then descend behind his hill and become invulnerable.
The result is that while the clans can beat an IS sniper team, the numbers are not their friends.
Edited by GreyGhost, 25 February 2015 - 08:05 AM.