shad0w4life, on 17 March 2015 - 07:51 AM, said:
12 v 12 =/= CW though.
I bet if they cut clan Ammo in half in 12 v 12 there would be a massive drop off in damage since the crazy high damage builds tend to boat SRMs/UACs and other ammo dependent weapons.
Remember people playing 12 v 12 were saying the 9s wasn't OP at all because it had such low damage...due to it just blowing out CTs and not having a chance to unload on 48 mechs.
Actually the 9S wasn't seen much in non-CW drops because it requires focused fire from a group of them to drop anything with a single shot, or so it seems to the poor bastiche in the target Mech. I've been that poor bastiche doing CW IS vs IS. When I see groups like -MS- dropping MULTIPLE waves of 12 9S's, guess what, something is horribly wrong. I'd check my damage when I died, and all I read was just a row of ERPPC hits, while all I SAW when it happened was 1 Mech firing at me! Doesn't work so well in outside of CW though, so they weren't seen very often and when they did show, unless it was a 12 man all using them, it's effectiveness wasn't apparent.
Do you know why the Clan AC ammos comes in such high numbers? It's not because they get MORE shots per ton, it's because it requires more rounds of ammo PER shot. Everything but the LBX ammos are multiples of how many rounds per shot the weapon fires to equal the same amount of shots that the IS version of that weapon would fire. They don't get more ammo in reality, strawman argument. BTW, I actually am one of those few people who like the Clan uACs, despite their obvious lack of real ability compared to the IS ballistics, they are still fun to use, so I'm fully aware of their ammo counts and what it really means.
SSRM/SRM/LRM ammo counts are identical for IS and Clan, so..another strawman.
I use Clan toys in 12 mans, and you CAN see their unbalanced reality in those, it's not real obvious most of the time, I admit that, but it is there. In CW, I use IS toys only, but I've gone up against plenty of Clan players as well as IS players. Never failed, we drop against IS and everyone breaths a sigh of relief, even against 12 mans, we PUGs have a chance. Clans..oh, now that's another story all together son. I can literally count on 1 hand the number of times I've dropped in CW as a PUG and defeated a Clan opponent, and 2 of the 4 times were against top teams. Think it surprised them more than us that we won

Otherwise, PUGs facing Clans in CW, it's a given that the IS loses, even facing Clan PUGs, the Clan toys really do have some serious advantages that the IS just can't get around.
Me, personally, I'm good with the Clans being OP, and that's as an IS player, but I'm also old school TT PnP player, so I EXPECT it and consider it 'just how things are'. Now, the designer in me, he's got a problem with the Clans being OP, and I was rather impressed with how PGI handled the Clans at first, seemed rather well done, not weak, not balanced, but NOT so OP that it's immediately 'GET CLAN OR LOSE!' OP. Seeing them used in CW, it becomes a little obvious that Clan toys are still a bit TOO OP and need to be toned down a bit for balance, something I actually hate having to admit since I THINK the Clans should be OP, but it's a PvP game that's open to the masses, they do NOT appreciate the BTech dynamics in place that some of us do, so, balance must be obtained somewhere, somehow. And before you say it, the 9S debacle, as bad as it was, didn't equate to enough to actually change planets on the map in CW, it was too short lived and not widely talked about because the IS players abusing the 9S didn't want PGI to realize how OP they were in CW. If PGI had seen the CW map suddenly shifting heavily in favor of the IS, they'd have realized even quicker how badly OP the 9S was. Notice that one of the teams abusing the 9S the most suddenly took a Clan contract after the 9S were requirked? Some teams want the win regardless of how they go about it, and using OP toys and abusing mechanics are all considered 'the way it's played' to them.