The Battle Of Tukayyid 2
#461
Posted 07 December 2015 - 02:21 PM
#462
Posted 07 December 2015 - 02:25 PM
#463
Posted 07 December 2015 - 02:30 PM
I play both sides and I say in my experience clan feels "easier/better" in various ways: better range available on all models, higher damage, in-build case in each section, less crit slots, xls only destroyed by ct or both side torso losses, better movement speed, and in my personal opinion the awesome targeting comp.
The argument that certain IS models can outrange clan mechs due to quirks is weak. While clans can have these advantages on all of their machines IS is DEPENDED to those variants quirked in that way. Meaning to design a whole deck around a single advantage delivered by a single quirk.
I played on the IS side for the event and enjoyed it (except for the waiting times). The balance felt fairly good. Therefor the victory conditions came down to teamwork, communication and the understanding of a simple principle on how clan vs IS matches usually work if the skill level is the same. As an IS player you could sum it up with the phrase: Just don't try to outsnipe clans.
Edited by Raistlic, 07 December 2015 - 02:53 PM.
#464
Posted 07 December 2015 - 02:37 PM
#465
Posted 07 December 2015 - 02:39 PM
#466
Posted 07 December 2015 - 02:41 PM
#468
Posted 07 December 2015 - 02:49 PM
Vetal, on 07 December 2015 - 02:41 PM, said:
I actually added 1 more ton of gauss ammo on my hellbringer - now that it plays as a pure sniper weapon
Edited by Tester128, 07 December 2015 - 02:50 PM.
#469
Posted 07 December 2015 - 02:51 PM
Raistlic, on 07 December 2015 - 02:30 PM, said:
I play both sides and I say in my experience clan feels easier in various ways: better range available on all models, higher damage, in-build case in each section, less crit slots, xls only destroyed by ct or both side torso losses, better movement speed, and in my personal opinion the awesome targeting comp.
The argument that certain IS models can outrange clan mechs due to quirks is weak. While clans can have these advantages on all of their machines IS is DEPENDED to those variants quirked in that way. Meaning to design a whole deck around a single advantage delivered by a single quirk.
I played on the IS side for the event and enjoyed it (except for the waiting times). The balance felt fairly good. Therefor the victory conditions came down to teamwork, communication and the understanding of a simple principle on how clan vs IS matches usually work if the skill level is the same. As an IS player you could sum it up with the phrase: Just don't try to outsnipe clans.
You're a bit absorbed in the previous balance issues. Frankly, I've never experienced better balance between Clantech and IStech in a Battletech game EVER.
In the end, I think it amounts to the fact that most new players and free-play players end up playing for the Inner Sphere, because these mechs are easier to acquire. That means that every skilled player/group has a longer wait time when they join IS. So for every single match played during this event, there was a higher chance for the Clan company to be composed of highly skilled players, as opposed to the IS which had a lower chance.
If the player population was split 50/50 between Clans and Houses, I'd imagine we'd see an even closer game, but to be fair it was pretty close this time whenever I checked the score.
There's definitely an automatic difference in playstyles between the two techs. IStech is more suited towards brawling while Clantech is more suited towards long-range battles (though IS ER LL perks almost botch this). I would guess that a majority of people have an incline towards long-range combat, because who wants to get up close to the enemy when they can pick you off in the process right? But from personal experience playing as a dedicated Clansman, I can say that when IS mechs are up in your grills brawling, it is stressful. Heat efficiency plays a big role, lots of Clanmechs run hotter or have to diminish their weapon load to mitigate this. As such, we are really not suited to close-range fights, and I saw a majority of my allies overheating in the process (myself included). Everybody has an opinion on which playstyle is OP, because we're hardwired to not see the benefits of the other (or we simply don't want to admit it so that our 'arguments' hold).
I am worried, however, of the new Origins pack coming out soon. This might throw a monkey wrench back into the balance. A large part of why Clantech has lighter equipment is so that our mechs can mount larger engines and move faster. Essentially, this is supposed to help us 'bracket' our opponent (ie. keep the opponent in our ideal weapon's range, not to just charge forward). When the Clan Battlemechs come out, we'll have customizable engines. This might not have too much effect on public queue, but for defensives in ComWar, this might put the Clans at a serious advantage, as we can mount slow engines to pack serious firepower w/ excessive heat sinks, form a firing line, and waste anyone & everyone who enters a gate.
#470
Posted 07 December 2015 - 02:52 PM
Dawnstealer, on 07 December 2015 - 11:34 AM, said:
Don't forget that Clanners were duelists. It was dishonorable for one warrior to fire on another warrior's target. I felt that the easiest way for PGI to simulate this in the game is to make Clan targeting systems work the opposite of the IS systems. Where the IS mechs get a targeting bonus when a teammate maintains a lock, Clan mechs should get a target penalty when a teammate locks onto the same target. The more locks on a target, the bigger the penalty.
#471
Posted 07 December 2015 - 02:53 PM
#472
Posted 07 December 2015 - 02:55 PM
#473
Posted 07 December 2015 - 02:55 PM
And glory to Clan Wolf!
#474
Posted 07 December 2015 - 02:56 PM
Vetal, on 07 December 2015 - 02:41 PM, said:
DustyHardtail, on 07 December 2015 - 02:47 PM, said:
Tester128, on 07 December 2015 - 02:49 PM, said:
I actually added 1 more ton of gauss ammo on my hellbringer - now that it plays as a pure sniper weapon
LOL The whole tourney, I was piloting this:
DWF-BUSTER
I know, 3 gauss is a bit overkill, but it feels so good to chain-fire those things.
#475
Posted 07 December 2015 - 03:03 PM
shopsmart, on 07 December 2015 - 02:55 PM, said:
This was my first experience with the new ECM range. I like it a lot. You still have the same umbrella effect, but the teammates actually have to work to stay in it. Cool thing is, it actually made missiles viable in CW again. This is the first time that I've seen mechs mounting missiles in CW in almost a year. I also saw a lot more people using drones to get sensor readings from above the ECM mechs, which was also pretty cool.
#476
Posted 07 December 2015 - 03:05 PM
Look forward to the next invasion rehersal!, places please!.
Edited by KHETTI, 07 December 2015 - 03:05 PM.
#477
Posted 07 December 2015 - 03:09 PM
Raistlic, on 07 December 2015 - 02:30 PM, said:
When PGI removes the range quirk, u can complain about range advantage for clans. At the moment u can not. The quirks and mechs are in the game. Live with it.
Btw I was one of the first guys who said balancing wise that PGI should give clan weapons lower range than is weapons but make them more powerful within their range and that was before clans were released.
Edited by Steve Pryde, 07 December 2015 - 03:09 PM.
#478
Posted 07 December 2015 - 03:09 PM
Thats nothing one can Change by nerfing Clanmechs into the Ground.
#479
Posted 07 December 2015 - 03:16 PM
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