Posted 27 April 2015 - 09:31 AM
Power level:
I can't see any reasonable argument that clan tech is weaker than IS tech. There are good and bad mechs in both IS and clan. The best mechs in the game are clan mechs, and the worst are IS mechs, but there are some contenders on both the high and low end in that regard. It's not much use to look at it as a faction based problem, all mechs in the game should preferably be useful (in competition and high end CW/group que), and that isn't the case yet. I don't like some of the balance methods used, nor do I like that there are bad mechs on both sides, but it takes some serious hyperbole to complain about clans as a faction when all but one tier 1 comp mechs are clan.
Customisation:
There seems to be this idea that IS mechs are more customisable, but does that idea really survive scrutiny? Most clan mechs can be refitted to fulfill a number of different roles on the battlefield, my stormcrows, timbers and kit fox can all choose between LRM builds, laser vom, gauss vom (minus KF), streakboat, srm brawler, srm/laser hybrid brawler, sniper, etc etc. That is enormous diversity for a single mech. I can't think of a single IS mech that is so versatile, so customisable. It seems that sometimes the claim of superior customisability rests on the fallacy of comparing a single clan mech to all the variants of an IS chassis? But even then there are many IS chassis with far less total diversity even between the variants than a single clan mech. Griffins for example, great mech but even with all the chassis you get exactly 2 roles to play effectively, laser vom on the hero and SRM brawler on the rest, compared to the stormcrow which can do a tremendous number of different things on a single mech.
Of course there is a kind of freedom in engine/upgrade/JJ switching, but I really don't feel that it outweighs having omnipods in most cases. It is two different kinds of customisation, the IS can turn the nob between speed and firepower, while the clan can't change the firepower but can choose entirely different kinds of weaponry and role on the battlefield. But in both cases you usually end up with a narrow selection of strong builds. Just like there are some omnipod combos that dominates there are some engines almost always used on any given IS chassis. All in all the argument about clan mechs lacking in customisation simply doesn't hold water.
Price:
This i expect is the real kicker that stops more people from playing clans in CW. You can't compete without 240 tons of fully elited clan tech, and that means up to 720 tons of mechs to buy at a significantly higher price than IS, plus modules and so on. You can get away cheaper with a deck of 4 stormcrows, and arguably that is the cheapest comp level dropdeck in the game, but that's pretty damn boring for most people, especially for new players who want to explore the game. They probably won't start out deciding to focus on a single chassis for that long.
Compare to IS where there are significantly cheaper alternatives and mechs that rely more on quirks than elite skills, plus a few trial mechs that are actually CW usable in some scenarios (for example light rushes can still be done ok with trials)
Looks and personality
And this is why I personally don't play my clan mechs that much, and why i don't play clan in CW. I do a lot better in my meta clan mechs, but in my eyes they look really ugly, like plastic toys, and have zero personality. And the lore behind them isn't much more attractive either. The IS mechs on the other hand are either adorable (like the urbie), ugly in a cool steampunky war industry kinda way (like the atlas), or downright sexy (like the King crab).
No gameplay advantage in the world can make me disregard that.