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Clan Mechs Are Awful.


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#141 Eider

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Posted 25 April 2015 - 08:11 PM

View PostCrushLibs, on 25 April 2015 - 03:40 PM, said:

Blanket nerf on clan mechs ** shakes head in disbelief**

WOW are IS pilots sooo poor they need even more heat , range , cool down and speed advantages to win??

Are clan pilots so bad they dont even realize their own advantages? WOW.. xl engine.. speed.. range in all clan weapons. Heat is easy to manage if you arent braindead on any mech. And only some have cooldown.. and course can just module that and use a targeting computer to further give you the clanner edge. Sad.. sad..

#142 CantHandletheTruth

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Posted 25 April 2015 - 08:12 PM

View PostEider, on 25 April 2015 - 08:11 PM, said:

Are clan pilots so bad they dont even realize their own advantages? WOW.. xl engine.. speed.. range in all clan weapons. Heat is easy to manage if you arent braindead on any mech. And only some have cooldown.. and course can just module that and use a targeting computer to further give you the clanner edge. Sad.. sad..



Quirk the heat down to IS levels and watch me work.

......been slaughtering clan mechs all day.

#143 Eider

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Posted 25 April 2015 - 08:14 PM

Quirk? hah only some are quirked to be useful, i build to my personal advantages. Again i mentioned anyone can control their heat.. pro tip, dont always alpha with every laser you have, ignore the memes.

#144 CantHandletheTruth

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Posted 25 April 2015 - 08:17 PM

View PostEider, on 25 April 2015 - 08:14 PM, said:

Quirk? hah only some are quirked to be useful, i build to my personal advantages. Again i mentioned anyone can control their heat.. pro tip, dont always alpha with every laser you have, ignore the memes.



Yeah sure, you can control your heat, but if you are generating 20% less than that is 20% more damage you are doing.


and none of the quicked clan mechs are close to good, the Nova of all things being the most solid, but its still trash.

#145 FatYak

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Posted 25 April 2015 - 08:59 PM

View PostAndi Nagasia, on 25 April 2015 - 08:04 PM, said:

Can we really Count Mechs Currently Not in Game toward Balance,
also remember they arnt coming for another 4ish months, :)

The clan problem to a degree lies in lack of variety, you cant then ignore the chassis that are on their way.

Both sides have the good / bad / ugly.

Edited by FatYak, 25 April 2015 - 09:01 PM.


#146 One Medic Army

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Posted 25 April 2015 - 09:13 PM

View PostCantHandletheTruth, on 25 April 2015 - 08:12 PM, said:

Quirk the heat down to IS levels and watch me work.

......been slaughtering clan mechs all day.

Use an IS XL, and IS weapon weights while you're at it, and see how well that works. Oh, and IS weapon damages, like 5 for a ML rather than 7.

#147 Eider

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Posted 25 April 2015 - 09:14 PM

again range is huge, you are only lying to yourself if you think it is not. Yes i own a timber and yes from wave 1 and yes it was op and yes it needed a nerf. 20% less heat? LOL on what? med lasers? thats a joke when you can hit across from the screen and one of the main reasons cw is so bad.

#148 Eider

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Posted 25 April 2015 - 09:17 PM

View PostFatYak, on 25 April 2015 - 08:59 PM, said:

The clan problem to a degree lies in lack of variety, you cant then ignore the chassis that are on their way.

Both sides have the good / bad / ugly.

Both sides have plenty of variety but its hard to ignore the meta. Sad to say other than ac weaponry, clan has the better weapons.I dont understand the complain of a few is quirks as they run around in top tier mechs that are faster and can carry better weaponry. Or how unlocking their engies to trade for others would help 'balance' them. Any minor issue with not being able to stack full meta would only get worse not better. And that is without module/target computer wich to me are as good as most quirks.

#149 CantHandletheTruth

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Posted 25 April 2015 - 09:33 PM

View PostEider, on 25 April 2015 - 09:17 PM, said:

. And that is without module/target computer wich to me are as good as most quirks.



Just to you, they aren't even close.

#150 Jonathan Paine

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Posted 25 April 2015 - 09:39 PM

View PostDjPush, on 25 April 2015 - 05:47 AM, said:

I usually play IS mechs. I went on a clan contract for Tukiyyd because I wanted to see how clan mechs perform in CW. For the most part CW has been a riot. I have lost as many matches as I have won. I really have no complaints about this event. Those clan mechs though.

[words]

As an avid IS pilot I have to say..... Clan mechs are under powered and IS mechs have just become a bastardized version of their former selves. Granted some of the IS mechs needed help. However, in my opinion, I think PGI took it too far.

This is just my opinion... Take it as that and not actual fact. Remember that before you go all white knight.



Yeah, if you try you can destroy any mech with bad builds.

#151 Andi Nagasia

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Posted 25 April 2015 - 09:42 PM

View PostFatYak, on 25 April 2015 - 08:59 PM, said:

The clan problem to a degree lies in lack of variety, you cant then ignore the chassis that are on their way.

Both sides have the good / bad / ugly.

true but right now the problem isnt Variety, but Viability,
if people could run NVAs SMNs and GARs you would see more of them in CW,
but when the SCR and TBR are the only truly Viable Mechs for Clans, you take them,

Edited by Andi Nagasia, 25 April 2015 - 09:49 PM.


#152 CocoaJin

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Posted 25 April 2015 - 09:47 PM

Overall, Clan mechs may very well suck...but the Clan's premier mechs for each class more than makes up for the deficiency in the others. The weakness of the overall Clan portfolio is rendered moot in CW since you rarely see anything other than their premier trinity.

I've seen only two Ice Ferrets a Gargoyle and a Myst Linx today, everything else was the trinity.

#153 One Medic Army

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Posted 25 April 2015 - 09:49 PM

View PostAndi Nagasia, on 25 April 2015 - 09:42 PM, said:

true but right now the problem isnt Variety, but Viability,
if people could run NVAs SMNs and GARs you would see more of them in CW,
but when the SCR and TBR are the only truly Viable Mechs for Clans, you take them,

This is the clan issue in a nutshell.

When everything aligns (right size XL, Endo, Ferro, right available hard points), they're arguably better than the quirked up IS mechs. But due to the fixed upgrades, fixed equipment, fixed engines, and complete adherence to stock hard points; there's just not as much space to improve a bad stock mech for clans.

So what's the solution? Probably to open up some customization. For one thing allow every Clan mech to switch in and out Endo and Ferro (you can leave the crits non-dynamic). The best mechs already have both, so there's not going to be any added power-creep.

#154 Xetelian

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Posted 25 April 2015 - 09:50 PM

There are only 3 good clan mechs and they are the god tier SCR TBR and DWF.

The HBR is a honorable mention but without Endo and FF its got to sacrifice armor for firepower, just look at the stock prime.

The clan nerfs to laser duration, ghost heat on 3 ERLL and terrible ACs leave things very weak on the clan side besides the 3 mentioned mechs.

#155 JediPanther

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Posted 25 April 2015 - 09:59 PM

The only clans mechs I saw were ecm hell bringers, laser tws and ac5s dires. IS just rolled over and died. Those is mechs that tried running away just died getting shot in the back. When people ask me about why I don't play cw all they get from me is "clans..."

#156 Aresye

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Posted 25 April 2015 - 09:59 PM

View PostTennex, on 25 April 2015 - 06:17 AM, said:

Tell that to the clan win rate in this event
Clan Lasers are too good.

In metagame its min max, and the outliers are what makes it


Move dude. Seriously, just move. Clan lasers are powerful, but even the CERML has a long duration. It's very hard to track a single component on a moving target for the full duration.

I use a DPI shift to lower my sensitivity when using lasers, and even then, it's still tricky to track a single component on anything moving faster than 70kph. Good thing the majority of MWO players either poke out and reverse (brief period of standing still), or just simply stand still.

#157 Andi Nagasia

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Posted 25 April 2015 - 10:16 PM

View PostOne Medic Army, on 25 April 2015 - 09:49 PM, said:

This is the clan issue in a nutshell.

When everything aligns (right size XL, Endo, Ferro, right available hard points), they're arguably better than the quirked up IS mechs. But due to the fixed upgrades, fixed equipment, fixed engines, and complete adherence to stock hard points; there's just not as much space to improve a bad stock mech for clans.

So what's the solution? Probably to open up some customization. For one thing allow every Clan mech to switch in and out Endo and Ferro (you can leave the crits non-dynamic). The best mechs already have both, so there's not going to be any added power-creep.

it would only at most add 2-3 Tons to those that need it anyway,(LOOK HERE)

View PostAndi Nagasia, on 18 April 2015 - 07:59 PM, said:

Current Mechs that have Endo and will not Change,
Lights(MLX)(KFX)(ADR), Mediums(IFR)(SCR), Heavies(TBR),
(so to recap the SCR/TBR will not be buffed by this change)
-
Mechs without Endo that will Change and gain more Tonnage(+Number=ExtraTons)
Mediums(NVA+2.5), Heavies(MDD+3)(HBR+3)(SMN+3.5), Assaults(GAR+4)(WHK+4)(DWF+5)
(so to recap the DWF can get +5Tons, but it needs Space more than it needs Tons)

-Possible Fixed Endo Locations-
NVA+2.5= 1HD(-), 1STs(-1DHS of Space in STs), 2Arms(no UAC20),
HBR+3= 1CT(-), 3STs(no UAC20 & limiting DHS&Ammo to Arms&Legs),
DWF+5= 3STs(no UAC20/Gauss in STs), RL(limiting DHS&Ammo to Arms),
All these Locations can be changed for Balance if needed!
-
-Because the Below Mechs have Ferro-
MDD(8.5Tons of Armor)= -Ferro(-1Ton) +Endo(+3tons)= +2Tons After Switch,
SMN(9.5Tons of Armor)=-Ferro(-1.25Ton) +Endo(+3.5tons)= +2.25Tons After Switch,
GAR(11Tons of Armor)= -Ferro(-1.5Ton) +Endo(+4tons)= +2.5Tons After Switch,
WHK(14Tons of Armor)= -Ferro(-1.75Ton) +Endo(+4tons)= +2.25Tons After Switch,
Assuming a Ferro to Endo Switch is allowed with these mechs,


#158 One Medic Army

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Posted 25 April 2015 - 10:31 PM

View PostAndi Nagasia, on 25 April 2015 - 10:16 PM, said:

it would only at most add 2-3 Tons to those that need it anyway,(LOOK HERE)

Maybe, but 2-3tons can mean quite a lot as far as loadouts go. Compare the Nova to the Stormcrow.

If you could add endo/ferro to the nova, it might actually be competitive.

Stormcrow: 23tons podspace, Nova (w/ endo/ferro): 20tons, up from 16 (but 14DHS rather than 10). Oh look, the Nova actually has more podspace, assuming you want 14 or more DHS, and it has jets.

Edited by One Medic Army, 25 April 2015 - 10:32 PM.


#159 Mcgral18

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Posted 25 April 2015 - 10:52 PM

View PostOne Medic Army, on 25 April 2015 - 10:31 PM, said:

Maybe, but 2-3tons can mean quite a lot as far as loadouts go. Compare the Nova to the Stormcrow.

If you could add endo/ferro to the nova, it might actually be competitive.

Stormcrow: 23tons podspace, Nova (w/ endo/ferro): 20tons, up from 16 (but 14DHS rather than 10). Oh look, the Nova actually has more podspace, assuming you want 14 or more DHS, and it has jets.


Add Endo, remove a JJ, upgrade to a 300XL, and all you lose is 2 crit slots.

Same 15.5 tons available, but now you run 107.


Garbage construction ruins bad robots.


Take the Myth Lynx.
Remove 2 JJs, remove AP, upgrade the engine to a 225XL, and you still have 6.5 tons of weapons left (what is has now) but you move 166 Kph instead.

Upgrade to a 250XL, you get 10 TrueDubs (which means you don't need to pay 2 tons to match the Firestarters heat dissipation), run 178 Kph, while still maintaining 4 tons of pod space (SPLs? ERMLs?). That's with 5 JJs; go to 3 and you have 5 tons...but jumping is half the point of this bad Gundam.


Now take Mr Gargles. Downgrade to a 375XL, gain 7 tons. Upgrade to Endo, gain 4 tons, total 11 gained. 31 tons, up from 20, while moving at 83.5 Kph (down from 89).

Greater than a TimberGod, in case you were wondering.
Remove 6 DHS, and it has 37 tons of pod space. Dual Gauss 80 tonner?


But, nope, Mr Gargles is fated to be a bad robot because TT.

#160 LordKnightFandragon

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Posted 25 April 2015 - 10:53 PM

View PostEider, on 25 April 2015 - 08:11 PM, said:

Are clan pilots so bad they dont even realize their own advantages? WOW.. xl engine.. speed.. range in all clan weapons. Heat is easy to manage if you arent braindead on any mech. And only some have cooldown.. and course can just module that and use a targeting computer to further give you the clanner edge. Sad.. sad..


Range doesnt mean to much cuz games usually come down to sub 500m range and the game has 2x ranges. If it was 1x range and beyond that you deal 0, then I could see the clan advantage of range being a real advantage, where beyond your ERLL range of 640 you cant even match the clans 740....but you can.





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