Here are the theories I would put forth.
Heavies are best in the damage department for a few reasons. Please read THE ENTIRE SET OF ARGUMENTS I am making before you have a coronary if you have strong feelings about clan/IS balance.
1. The Timber Wolf. It is 90 kph, jump jet capable, and very optimized in terms of space and free tonnage. As a 75 ton mech, it only gets to mount a paltry 27 tons of guns and heat sinks with near full armor because of the large engine, but clan technology really boosts this potential by a large margin. It has the speed to get to the fight early, get an optimal position and a head start on similar tonnage mechs ahead of the enemy team, and the stamina plus resilience to keep cranking out big damage.
This brings us to big (counter) point number 2.
2. IS Quirks for some heavies are amazing. IS heavies got some of the biggest quirk bonuses for mechs that also really have the free tonnage to take maximum advantage of these quirks. While there are some standouts from other chassis categories for quirk power such as firestarters and wolverines, I would argue the thunderbolts, quickdraws, and the dragon-1N are probably some of the most formidable mechs in the IS collection overall when you look at combined speed, firepower, resilience, and stamina. This only makes sense to me as the quirks were meant to bring about balance to both IS and Clan mechs, and the Timber Wolf sets the bar incredibly high.
3. Assault mechs don't deliver the same kind of numbers due to the fact they are focused harder than heavies. This is actually well and good, because it means the player base is paying attention. An unchecked dire wolf or king crab in the hands of a smart player will single-handedly obliterate an enemy team. 500 damage pales in comparison to their potential if they aren't killed with extreme quickness. Try 1000 damage a game as a trivial feat when left to their own devices, or 1500 damage, or even higher numbers in extreme circumstances. Most people know and understand this, and will often go to great lengths to finish off an assault mech. Because these mechs tend to soak the most enemy fire when exposed, they have to either play careful and limit their exposure (and shot opportunities, thus lowering their damage potential) or play very aggressive and burn bright, but short, leaving the heavies to mop up and pad their damage scores.
Edited by Skarlock, 31 March 2015 - 09:03 PM.