As other people stated before:
The clan equipment itself is vastly better in comparison to the IS equipment. It weighs less, it takes up less crit slots and the balancing inherent to the systems themselves with the longer burn times, the DPS-sided setup of the clan ACs only marginally makes up for that. Obviously not enough, or people would not have been crying havoc here about how P2W the clanmechs were when they were not available for c-bills.
If you think the IS-Quirks are overpowered, you clearly never played a Hellbringer in the right way.
As far as CW goes:
The ability to meta-load 2 stormcrows and 2 hellbringers into the a clan dropdeck and relativly cheaply fit them is an advantage that clan players have. You do not even have to invest much in the way of c-bills to get that dropdeck on the way. You have 3 and 3 anyway from getting the skills to master. As a nice side-effect you provide your team with ECM, which is a necessity and your providing speedy mechs through the crows. You got it all in a nice cheap 4 mech package.
If you want to play 2 dakka (ac5) wolverines and 2 thunderbolts (lets use 5-SS here just for arguments sake) means your buying 4 wolverines and 4 thunderbolts. Even though the mechs themselves are cheaper, your still paying extra. Oh crap. No ECM. No fast mech, either. So lets deviate from that. Some people need to bring Spiders, some need to bring cicadas. Throw in an atlas or 2 for good measure. Even the most overquirked IS mech performs ONE role well. You need to invest a lot more into a good IS dropdeck then you need to invest in a good clan dropdeck. Its a lot less forgiving for noobs too, since the mechs force you into a playstyle and each IS mech has its distinctive feel that forces you to play a certain way. Or shell out more c-bills to run multiple copies of the same mech.
From my point of view the mechlab makes up about 30% of the success you have in a drop. Another 30% is individual skill. The remaining 40% of the success or lack thereof are simply teamplay.
While the IS-Mechs with their heavy front loaded damage potential allow a good coordinated TEAM to appear overly strong, the sturdiness (clan XL anyone) and speed of the clan machines in addition to their partially obscene weapon loads give them other advantages. There are engagments where the IS has distinct advantages and there are engagements where the clan team has the cakewalk.
Its 2 pairs of shoes, each suited to a different purpose. Neither of them is overall better then the other, though.
P.S.: Just so that I said something in regards to the OP:
Considering a constellation where both lights run max armor and back torsos are distributed 8/10/8:
Ignoring headshots this gives us the following:
- The adder will die after receiving a minimum of 56 damage (CT).
- The panther will die after receiving a minimum of 40 damage (either ST).
The panther with 2 ER PPCs (quirked) will dissipate 20 heat per full cycle from 10 internal heat sinks. The Adder with 2 er ppcs will dissipate 24,4 heat per full cycle from 8 internal heatsinks and 6 external ones.
The clan advantages are there, you just need to look at all of the numbers. The adder is not even one of the top clan mechs, btw. There is quite a few where the general picture is a lot more depressing.
Edited by ClaymoreReIIik, 20 March 2015 - 05:54 AM.