MeiSooHaityu, on 07 July 2015 - 10:01 AM, said:
This is the funny thing (IMO anyway).
Clan weapons and equipment are superior to the IS. They are lighter, often take less crit space, go farther, and hit harder. There is some balancing efforts like longer duration for clan energy or burst rounds for A/C, or no effort taken at all like the Gauss. Even dual heat sinks take up only 2 crit slots. The Clan XLs are lighter and far more durable than their IS counterpart.
So, why is the holy trinity so dominate and not much else? Why doesn't the Clans openly kick butt up and down the battlefield?
It's because their chassis are their own worst enemy (specifically locked equip). Locked JJs, Heat sinks, Engine sizes, Endo and Ferro, etc... The clan tech in and of itself is better, but some planners have engines locked at too big of a size, JJs or DHS that prevent certain sized weapons from being equipped, Fero being used instead of Endo, etc...
The holy trinity is good because it had the perfect mix of engine size, open crit slots not being occupied by locked unwanted equip, and Endo (and Ferrous in some occasions). The wrong locked equipment can be the difference between a good mech and a bad mech.
Some already realize this and that is why the IIC mechs terrify them (especially with inflated hard points). I still say we wait to see what balance hits before their release, but still at face value I understand the fear.
So to me, when people say Clans are in good balance, I think that it is close because the existing clan chassis hold the tech often in check. The mechs that don't generally have such heavy locked restrictions (TW and SCR) really show just how better clan tech and weapons are, and therefore were nerfed.
In a competent players hands IS vs Clans is a very even match. If you take two 12 mans of equally skilled players you will have a very tight match.
It is funny how players who barely play Clans or are solo droppers in the CW queue as fanatic IS loyalists think that Clans are ridiculously OP when really if you have the right IS chassis with the right weapons suited to the quirks you can stand toe to toe or demolish clans with their lower heat scaling.
Also, in regards to the direwolf. It is EXTREMELY vulnerable due to its mobility. I have walked up behind many direwolves in firestarters and alphaed their rear torso and killed them in 2-3 shots.
Lord Scarlett Johan, on 07 July 2015 - 10:03 AM, said:
The problem with the Whale, in the hands of the top 10-20% of the playerbase it's the deadliest mech in the game and has no equal.
But it's such a difficult mech to run that nerfing it any will make it unbearably bad for just about the rest of the playerbase.
So what do you do? Nerf it so the top players aren't demolishing half a team by themselves and ruin it for everyone else? Or leave it as is so the average player can use it and just deal with the top teams mopping up with it?
You have a decent point. Its lack of mobility, horrible turn/yaw/pitch rates and size make it a huge target and extremely vulnerable. I feel the DW is balanced as it is.