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I dislike these changes and reject them vehemently-this is where I stand.
Uh, ok.
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I understand this is a test, but in the face of reduced laser ranges, ghost heat, no quirks or even negative quirks, reduced tonnage versus IS in Community Warfare, reduced maximum heat buildup, and now with this terrible proposal over XL engines, Clans are not 'easy mode.'
Fine by me. If Clans will remain an easy-mode, the re-balance procedure might be partially considered as failed attempt.
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And if you believe they are, I encourage you tell me how Clan mechs are better than Inner Sphere tech, other than coming standard with Ferro Fibrous and Endo-Steel...which only gives you more tonnage to play with at the expense of alot of slots.
They have omni-pods, which frees up the MechBays by requiring a single base chassis for the remainder of customization options.
Both FF and ES occupy the same space as IS ES alone.
FF gives larger tonnage advantage, 20% vs IS 12%.
Clan mechs all run XLs, which almost as good as IS Standard engines due to negligible benefit of running with both STs destroyed.
Clan mechs has free CASE installed everywhere.
Clan mechs, safe for few exclusions, are smaller and harder to hit.
All of clan weapons are stronger, lighter or both, and occupy less space. Convenience penalties on weapons are miniscule for anyone who's naturally capable of adapting to anything.
Clans has larger choice of ballistic and missile weapons.
Clans also have lighter additional equipment, including TCs, which IS do not have.
These are all factual. Had enough?
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Inner Sphere quirks are still so much more expansive and benefitting for Inner Sphere mechs, and they remain this way in PTS4. Clan quirks have been nerfs or have been nonexistant for the longest time, so what's the benefit of being on the Clans?
IS quirks were initially brought to this level in a desperate attempt to level Clans and IS closer together. Otherwise, Clans always were the dominant force and still remain as such in live environment.
The mere fact, that Clan mechs being not easy-mode anymore makes you question their viability, speaks a lot about you. I've been a dedicated IS loyalist since Closed Beta, and endured the overpowered Clan-tech ever since it became available. Someone like you will never figure out the problem, being the part of the problem, of course.
For your question, see above.
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Have you seen a full 12-man of Inner Sphere pilots strap on nothing but ER Lasers on Boreal Vault and snipe down Clan mechs from well outside any Clan mechs' range? I have. You think that sounds balanced to you?
Have you seen a full 12-man Clans pillaging three IS planets in one combat phase? Have you seen a 6-man team with PUGs wearing down IS full 12-man? Oh wait, you couldn't. I forgot, that Clan Wolf is the representation of the most immature and pop-driven part of the MWO community. How in the world would you ever see such occurences... yeah, my bad.
Anyway, your subjective experience is not an argument for anything. If someone let his opponents turn himself on a D, rather than adapt to the situation, it's his personal issue.
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Was there truly anything "broken" with the game BEFORE the mass quirks, ghost heat, and major nerfs were applied?
Oh, no of course, why. Having a faction with a different tech, that makes them more durable, powerful and mobile all at once is perfectly fine! Genius...
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I dare PGI to play nothing but Clan mechs for a week-THEN see what they have to say.
I dare you to STFU and re-learn to play MWO by actually applying your intelligence for once, rather than the long-standing balance advantages.
Edited by DivineEvil, 21 November 2015 - 01:26 AM.