Phil Ambush, on 03 December 2015 - 11:01 PM, said:
I have to agree with the easy mode.
I have been playing as a clan loyalist ever since clans came out and just recently stopped playing due to a general burnout and massive frustration with the change of clan technology.
All clan players will agree- you make it work somehow...by Alfa after Alfa while hiding before overheating, hoping that no one pulls you into a brawl. But playing IS simply feels easier.
For me the most laughable argument on the current balance state is the argument that range plays such a huge role- reality shows that heat is a much bigger factor.
Every clan player should try out IS - even unelited with no skills bought - it's eye opening.
Benefits of increased range diminish past 450-500 meters. Similarly, benefits of short burn duration diminish under ~0.8 seconds.
That said, Clans have actually always been superior brawlers, it's just that the most potent mode of play is/was the mid-range poke-off; brawling required coordination to reliably pull-off. Since there was no way the IS could actually compete on the poke ton-for-ton, you often saw them go the other way and try to use the drawbacks of the poke against its users. But when a Clan 'Mech got built for brawling? There was nothing in the IS arsenal that could touch it.
As for heat, Clan-tech is honestly to blame for that, but not in the way you might think. Because the Clan 'Mechs have so many hardpoints and because each individual weapon is longer ranged and higher-powered per ton, it makes it easy to abuse. The way PGI did it, you could actually run colder than a pre-quirk IS 'Mech in the majority of cases if you were willing to settle for a typical IS-sized group-strike. Instead, everybody did what we all knew they would do and min-maxed it for the biggest group-strike feasible, creating enormous levels of power-creep and requiring the nerf-bat on the Clan laser heat and super quirks on the IS 'Mechs.