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Clan Mechs Are Awful.


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#161 lol lol lol lol lol lol lol lol

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Posted 25 April 2015 - 10:58 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.

I have been trying several different weapons systems with a variety of different load outs. The only thing that is successful in doing a lot of damage and being the most effective are laser builds. Even then the beam duration is too long. The game is flooded with ECM mechs so LRMs are useless even with TAG. C-UACs are largly ineffective because they jam too frequently and their burst rate is awful. Streak SRMs are great. However, even if you equip CAP you still have the issue of overlaping ECM. ERPPC's are just too damn hot to equip more than 1.

Direwolves are non existant in CW which I think is a little strange. Well, not really I guess because PGI has made every map into a funnel of death assault mode zerg rush. (Ok so I have one complaint about CW). Which is a death sentance for the slow moving target.

I love this game but I think PGI is ruining it with these damn quirks. I will never play clan mechs again in a CW event. Why would I when I can play a heavy mech that has AC5's that fire faster then UAC's. Why would I when I can play a medium that fires a gauss rifle like an AC2. Why would I pilot a clan mech when I can take several IS mechs that can fire lasers without a severe heat penalty or over the top beam duration.

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.


Thing about White Knighting is this sort of behavior was foretold before online gaming was a major thing.

"You have to understand, most of these people are not ready to be unplugged. And many of them are so inured, so hopelessly dependent on the system, that they will fight to protect it." ~Morpheus, "The Matrix"

p.s. Inured means "1. accustom (someone) to something, especially something unpleasant."

#162 One Medic Army

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Posted 25 April 2015 - 10:59 PM

View PostMcgral18, on 25 April 2015 - 10:52 PM, said:


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.

My problem with allowing engine changes for clan mechs is twofold.

1) Now they're pretty much IS mechs, except with clan tech. And more hard point options. And customizable quirks.
2) That's a change that actually makes the power-3 even better. Timber wolf and Stormcrow would benefit more than a little from the ability to down-engine for extra podspace (and SCrow would love to be able to slot some DHS in the engine as well). Up-engine the dire wolf so it's no longer the dire whale, and it still has enough payload for either ballistic DPS or alpha-packing with gauss and lasers/PPCs.

Edited by One Medic Army, 25 April 2015 - 11:00 PM.


#163 aniviron

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Posted 25 April 2015 - 11:25 PM

View PostMister Blastman, on 25 April 2015 - 06:28 AM, said:

Quirks are dumb. PGI should fix their game instead of cover it with bandaids.


Don't be silly. Why should they fix ghost heat crippling energy boats when they can just quirk them? Why should they make ER PPCs worth using when they can just quirk them? Why would they fix the Raven's leg hitboxes, the Dragon's CT, the Awesome period, when they can just quirk them? See, game balance is easy! Quirks fix all these things! :rolleyes:

#164 Eider

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Posted 25 April 2015 - 11:38 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 a joke, the only reason you think only those mechs are viable is because they are the god tier. Of course anything else will seem like a step down. The solution however is not to make the other clan mechs god tier in order to make people want to use them.

Edited by Eider, 25 April 2015 - 11:38 PM.


#165 Deathlike

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Posted 25 April 2015 - 11:38 PM

View Postaniviron, on 25 April 2015 - 11:25 PM, said:

Don't be silly. Why should they fix ghost heat crippling energy boats when they can just quirk them? Why should they make ER PPCs worth using when they can just quirk them? Why would they fix the Raven's leg hitboxes, the Dragon's CT, the Awesome period, when they can just quirk them? See, game balance is easy! Quirks fix all these things! :rolleyes:


The Mist Lynx must suck. Because, reasons!

#166 CantHandletheTruth

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Posted 25 April 2015 - 11:48 PM

View PostEider, on 25 April 2015 - 11:38 PM, said:

This is a joke, the only reason you think only those mechs are viable is because they are the god tier. Of course anything else will seem like a step down. The solution however is not to make the other clan mechs god tier in order to make people want to use them.



No really the rest suck, hard.

#167 H I A S

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Posted 26 April 2015 - 12:02 AM

View PostSeph MacLeod, on 25 April 2015 - 10:27 AM, said:

Clan gauss is pretty damn worthless


oO

#168 Eider

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Posted 26 April 2015 - 12:19 AM

View PostDeathlike, on 25 April 2015 - 11:38 PM, said:


The Mist Lynx must suck. Because, reasons!

Yes i see lots of mist everywhere!! /sarcasm

#169 MauttyKoray

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Posted 26 April 2015 - 12:43 AM

Agreed. I find it funny that I'm being 'out sniped' in a SIGNIFICANT margin by IS ERLL when the clan ERLLs reach nowhere near as far.

Quirks have bandaided a problem that shouldn't have been. Namely the bloated core mechanics we have, heat cap, armor, ammo, nerfed heat dissipation, etc.

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..

Upon release the clan mechs were nerfed en masse, HARD. Now we have the quirks which have brought many of the IS mechs up to comparable standing with the old Clan stats. At the moment IS mechs are superior in practice to the Clans. I love that my Awesome is the PPC boat it should always have been now, but the Clan mechs really are a joke and the supposed labeled 'god tier' are actually only the viable ones at this point.

Edited by MauttyKoray, 26 April 2015 - 12:46 AM.


#170 Eider

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Posted 26 April 2015 - 01:06 AM

View PostMauttyKoray, on 26 April 2015 - 12:43 AM, said:

Agreed. I find it funny that I'm being 'out sniped' in a SIGNIFICANT margin by IS ERLL when the clan ERLLs reach nowhere near as far.

Quirks have bandaided a problem that shouldn't have been. Namely the bloated core mechanics we have, heat cap, armor, ammo, nerfed heat dissipation, etc.

Upon release the clan mechs were nerfed en masse, HARD. Now we have the quirks which have brought many of the IS mechs up to comparable standing with the old Clan stats. At the moment IS mechs are superior in practice to the Clans. I love that my Awesome is the PPC boat it should always have been now, but the Clan mechs really are a joke and the supposed labeled 'god tier' are actually only the viable ones at this point.

Had my timber before nerf, it was needed. Conducting their secret tests dont forget they had about 99% win rate against is. Their weapons alone should be enough for any pilot to do well with, i know as i still occasionally whip out my kit fox or timber. Their god tier mechs are beyond is mechs, the range along means any is player has to adapt to a serious dis advantage.

edit: oh and dont tell me about is having longer range lasers. Try using the targetting comp with module, tis the cheese. And quirks for med lasers.. again range is important.

Edited by Eider, 26 April 2015 - 01:10 AM.


#171 Star Colonel Silver Surat

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Posted 26 April 2015 - 01:15 AM

Still trying to wrap my head around how awful the Warhawk continues to be. The armor buffs it got to the arms were next to useless because its side torsos still blow out just as easily. Combined with the low slung weapons; limited critical space, hardpoints and available tonnage; right side vulnerability... it really is probably the worst assault mech in the game.

Edited by Star Colonel Silver Surat, 26 April 2015 - 01:17 AM.


#172 Joey Tankblaster

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Posted 26 April 2015 - 01:43 AM

The worst assault in the game is the one you never see. The Awesome.

#173 Star Colonel Silver Surat

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Posted 26 April 2015 - 01:50 AM

View PostJoey Tankblaster, on 26 April 2015 - 01:43 AM, said:

The worst assault in the game is the one you never see. The Awesome.


I see more Awesomes than Warhawks in CW. The Awesome is at least a blank slate you can do SOMETHING with, whereas the Warhawk is a page full of ugly scribbles that you can only doodle in the margins of. Both mechs are best as LRM boats probably, but the Awesome is arguably better even at that support role.

#174 Alan Hicks

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Posted 26 April 2015 - 02:20 AM

I remember months ago when PGI at last introduced clan mechs to be bought with C-bills. At those times they were OP. But now with all the nerfs and quirks, sometimes good old IS battlemechs are better than any clan tech offer. Still the clan mechs are good if you know which weapons are actually effective, but they are not anywhere near before. For example, clan LRMs used to be a nightmare, now they are mostly a joke and few people actually use them.

Balance changes gave that, gaming balance. People were complaing too much.

For now, aside from weapon ranges, clan tech is never near superior and the game is far from Battletech realism. At the same time I think, that is a good and a bad thing. The game is no longer that realistic, but this makes both sides appealing. Both technologies include interesting mechs to try and master.

#175 CrushLibs

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Posted 26 April 2015 - 02:22 AM

My Mad Dogs cry out in pain for EndoSteel. Soooo many wasted criticals, so few DHS, its really sad

#176 PraetorGix

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Posted 26 April 2015 - 02:53 AM

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.

I have been trying several different weapons systems with a variety of different load outs. The only thing that is successful in doing a lot of damage and being the most effective are laser builds. Even then the beam duration is too long. The game is flooded with ECM mechs so LRMs are useless even with TAG. C-UACs are largly ineffective because they jam too frequently and their burst rate is awful. Streak SRMs are great. However, even if you equip CAP you still have the issue of overlaping ECM. ERPPC's are just too damn hot to equip more than 1.

Direwolves are non existant in CW which I think is a little strange. Well, not really I guess because PGI has made every map into a funnel of death assault mode zerg rush. (Ok so I have one complaint about CW). Which is a death sentance for the slow moving target.

I love this game but I think PGI is ruining it with these damn quirks. I will never play clan mechs again in a CW event. Why would I when I can play a heavy mech that has AC5's that fire faster then UAC's. Why would I when I can play a medium that fires a gauss rifle like an AC2. Why would I pilot a clan mech when I can take several IS mechs that can fire lasers without a severe heat penalty or over the top beam duration.

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.


Really dude, thank you for this. I know it will not shut all those IS morons who whine like babies about clan cheese before getting into their Stalkers and Firestarters, but at least gives a little more of substance to our complaints for the POS garbage PGI forces us to pilot if we want to play for our favorite clan. I played Wolf, got sick of losing in CW and thought "oh well, the luck of the PUG" until I got a contract in Liao. I won 8 out of 10 matches I played there against clan teams and now Ifeel more agraviated than ever before about the stupid imbalance between IS and clan.

#177 Phra

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Posted 26 April 2015 - 04:31 AM

View PostFupDup, on 25 April 2015 - 09:45 AM, said:

Jenners aren't a meta light anymore (except perhaps the Oxide?) and Spiders have never been a meta light to begin with (not enough hardpoints).

For the Firestarter, the Clan Arctic Cheetah is coming with Wave 3...


With its hardlocked 6 JJs?

Don't think so.

#178 Mirumoto Izanami

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Posted 26 April 2015 - 08:06 AM

View PostPhra, on 26 April 2015 - 04:31 AM, said:


With its hardlocked 6 JJs?

Don't think so.


That's...not even a concern for the Arctic Cheetah. The only thing that would prevent the AC from being AWESOME MODE LIGHT, is if its hitboxes were seriously borked.

#179 Ghogiel

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Posted 26 April 2015 - 08:45 AM

I think the ACH is going to be pretty good. Even if it doesn't take the FS9s spot as a close range monster, which I doubt, it'll still be the best clan light, more versatile loadouts/roles, ECM, and a clan XL.

Damn straight I early birded it for the 4 variants.

#180 InRev

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Posted 26 April 2015 - 08:49 AM

View PostStar Colonel Silver Surat, on 26 April 2015 - 01:50 AM, said:


I see more Awesomes than Warhawks in CW. The Awesome is at least a blank slate you can do SOMETHING with, whereas the Warhawk is a page full of ugly scribbles that you can only doodle in the margins of. Both mechs are best as LRM boats probably, but the Awesome is arguably better even at that support role.


That's because there are more terrible IS pugs than Clanner pugs. No one with a clue would bring an Awesome (or LRMs for that matter) to CW regardless.

IS has a bigger population, which means far more nubbins in bad mechs





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