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Is Easier To Play Than Clan In Cw


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#41 El Bandito

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Posted 27 December 2015 - 04:27 PM

View PostJun Watarase, on 27 December 2015 - 04:18 PM, said:

Just had a look at the map and clan wolf has lost nearly half of its starting planets. Gee, i wonder why?


Cause [-MS-] is now working for the Inner Sphere! Finally the Wolves have to use their own skill to take planets, instead of relying on top tier mercs.


View PostJohnnyWayne, on 27 December 2015 - 04:27 PM, said:

Far too many IS players claim it is "balanced" now. This means they are statisfied regardless of their skill level, implying a certain imbalance between factiontech. Usually OP-crying has to be 50/50, but it is not anymore.


OP crying was always been overwhelmingly made by IS players, until the latest quirk pass. Now it is closer to 50/50. I'd call that close to balanced state.

Edited by El Bandito, 27 December 2015 - 04:29 PM.


#42 Rhent

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Posted 27 December 2015 - 04:33 PM

What the OP meant to write is that brawling is easier with IS compared to Clan. Meanwhile all the laser vomit killing mechs at 1K+ is the clan being the killers not the IS.

#43 Jun Watarase

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Posted 27 December 2015 - 04:33 PM

View PostYeonne Greene, on 27 December 2015 - 03:21 PM, said:

I find all this raucous over the Blackjack a bit misplaced because I don't find Blackjacks hard to kill. They still go down in two or three alpha-strikes to the CT with most of the 'Mech intact, same as they always have. Compare to a Storm Crow, which usually dies to a double ST loss or double legging, I'd say the Storm Crow is still the superior machine. With the loss or reduction of duration and heat-gen quirkage on the BJ-1X, using it as a poke machine isn't as much of a guaranteed hard-carry as it used to be since its damage-out over damage-in is significantly less favorable. It's definitely more along the lines of the Storm Crow as a C-ERML/C-MPL boat now. Decent at poking, dangerous if left unchallenged, but completely vulnerable if rushed because it fires too hot and too slow and it has a crap twist arc.

And the rest of them? I see so few of them on the battlefield that it's hard to get a good gauge. If there's a non-1X Blackjack on the field, it's usually me. BJ-3 is still a fantastic PPC carrier, but I find the new reduction in rate of fire to be just a hair constricting on its ability to carry a PUG match. Outside of the 1X and 3 in poke and poptarting roles, there's nothing standout about the chassis. It's merely solid at everything that doesn't involve missiles and that's it.


We are talking about a 45 ton mech that can run 114 kph and take 100+ damage to the CT, has very tiny arms with lots of energy hardpoints, is pretty small and has the best body shape (humanoid) that allows it to easily spread damage. If they are taking almost all the damage to the CT vs long duration lasers or burst fire ACs, they are not trying very hard to spread damage.

#44 JohnnyWayne

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Posted 27 December 2015 - 04:37 PM

View PostEl Bandito, on 27 December 2015 - 04:27 PM, said:

OP crying was always been overwhelmingly made by IS players, until the latest quirk pass. Now it is closer to 50/50. I'd call that close to balanced state.


Really? You know someone still crying Clans OP? Who's that? I never read anything in this regard since one week after the rebalance.

#45 Xoco

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Posted 27 December 2015 - 04:42 PM

I have a much easier time on Clanners than IS mech because of the mobility. The damage was alao superior. I'm not good at CW by any means, and I really struggle to even break 800 damage on IS side. But even sloppy game in trial/unkitted mech nets me 1000+ easily on Clans. Not good by any means, but still much better than I could have done with IS mech. With that said, I think I will be going back to the IS side for a while. I can't get into the proper mentality for clans (range attacks), I don't have any clan mechs kitted out for drops, and I miss my bamf Dragon. I mean,pew pew is definitely the way to winning, but I miss my AC too much (and I can't find a good medium/heavy AC build for my budget yet)

Edited by Xoco, 27 December 2015 - 04:46 PM.


#46 Jman5

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Posted 27 December 2015 - 04:47 PM

View PostEl Bandito, on 27 December 2015 - 04:27 PM, said:


Cause [-MS-] is now working for the Inner Sphere! Finally the Wolves have to use their own skill to take planets, instead of relying on top tier mercs.


Don't forget 228 was also wolf and they too are playing for Inner Sphere atm. They were the second most winning unit in Tukayyid 2.

Edited by Jman5, 27 December 2015 - 04:47 PM.


#47 Y E O N N E

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Posted 27 December 2015 - 04:56 PM

View PostJun Watarase, on 27 December 2015 - 04:18 PM, said:

The skill tree nerf did nothing but discourage brawling because even a 81 kph mech with double basics moves and turns like a turtle. Unless you have quirks. This was made painfully clear when i tried to out-circle a trial atlas in a EBJ and couldn't.

And everyone except paul knows that the quirks have done nothing except make certain variants the i-win button. There is zero reason to use any medium other than a blackjack when it has more IS than an assault.


Since when was the EBJ supposed to be so agile it can out-circle an Assault? Heavies aren't supposed to dance with Assaults, they are supposed to pick them apart with enfilading fire or shooting-and-scoot tactics. If you want to dance with Assaults, play a Light. You were tangoing, at brawling distance in a Heavy, with what is supposed to be the king of brawling 'Mechs. No sh*t you lost. The Trial AS7-RS isn't a joke-build, either.

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Clan mechs still retain some advantages, but most of them have become redundant now with quirks, and only mechs with both FF/Endo and non-******** engine sizes/JJs remain viable. Which comes down to a very small list.


Advantages are redundant? Nobody is supposed to have any advantages. It's all supposed to cancel out. Have range and punch, should lack rate of fire. Have range and rate of fire, should lack punch. Have punch and rate of fire, should lack range. Have speed and durability, should lack ability to mount big firepower. Have speed and big firepower, should lack durability. Have big firepower and durability, should lack speed.

The problem is that Clan tech, by design, allows one to have range, firepower, durability, and speed. The quirk system is bad, but PGI for whatever reason absolutely will not make any meaningful changes to the weapons themselves so we don't have special snowflake 'Mechs that can just ravage anything else by cheesing with unique stats. Without the quirks, the IS are all but complete garbage. With them, they have some notable advantages over Clans that need looked into but are generally more one-for-one competitive. The latter is preferable to the former.

View PostJun Watarase, on 27 December 2015 - 04:33 PM, said:


We are talking about a 45 ton mech that can run 114 kph and take 100+ damage to the CT, has very tiny arms with lots of energy hardpoints, is pretty small and has the best body shape (humanoid) that allows it to easily spread damage. If they are taking almost all the damage to the CT vs long duration lasers or burst fire ACs, they are not trying very hard to spread damage.


And that's different from a 55-ton Storm Crow that can run 104 kph, with really tiny arms with lots of energy hard-points mounted fairly close to the cockpit level, with the best body shape for getting damage off of the CT (narrow cone) and one of the largest torso-twist ranges in the game, and requiring 140+ damage to kill by removing its two sides since the CT is so bloody narrow...how?

It isn't. It's all but exactly the same. A competent BJ pilot is about as hard to kill as a competent Storm Crow pilot, and there's nothing wrong with that. That it's 45 tons is irrelevant because a 75 ton TBR is better than 'Mechs between 80 and 100 tons and a Storm Crow itself is better than 'Mechs between 60 and 75 tons. Hell, it's better than 80 tonners, too, both Clan and IS.

Actually, a Storm Crow boating Streaks will make mincemeat out of any Blackjack that gets in range, unless that Blackjack is a STD-engine BJ-1X SPL boat; then it is an even fight. How many STD-engine BJ-1Xs do you see running around, let alone ones boating SPLs?

I am the only one I've seen, recently.

#48 Bushmaster0

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Posted 27 December 2015 - 05:06 PM

View PostDimento Graven, on 27 December 2015 - 02:51 PM, said:

"Worst chassis" is a matter of opinion, AND, beyond that it sounds like you're mad because the 'BEST' Clan Chassis don't ALSO get quirks too...

Whoop-de-friggin'-do... Again, this is where I get dismissive and extremely sarcastic because the whole gist of this type of argument from the Clans is "ONE 'MECH" gets REALLY GOOD INTERNALS, and it's harder to kill than most other IS 'mechs, so IS is OP".

<sigh>

(Just focusing on the energy range quirks as that seems to be the primary '*****' from the Clans any time balance is brought up)
BJ-1 - 2 BAL, 4 Energy - Energy Range +25%
BJ-1DC - 2 BAL, 6 Energy - Energy Range +25%
BJ-1X - 8 Energy - Energy Range +10%
BJ-3 - 6 Energy - Energy Range +20%
BJ-A - 6 BAL, 3 Energy - Energy Range +20%

Load up weapon module "5" and get another 10%

Weapon - Base Range - Module 5 Increase + Quirk
SL - 270 + 27 + 67.5 = 364.5 vs. (Clan BASE, non-moduled range) = 360 (396 w/Level 5 module, 423 w/TC7) - Clan Advantage
ML - 540 + 54 + 135 = 729 vs. (Clan BASE, non-moduled range) = 688 (756.8 w/Level 5 module, 808.4 w/TC7) - Clan Advantage
LL - 900 + 90 + 225 = 1215 vs. (Clan BASE, non-moduled range) = 1480 (1628 w/Level 5 module, 1739 w/TC7) - Clan Advantage

ERLL - 1350 + 135 + 337.5 = 1822.5 vs. (Clan BASE, non-moduled range) = 1480 (1628 w/Level 5 module) - IS Range Advantage

SPL - 220 + 22 + 55 = 297 vs. (Clan BASE, non-moduled range) = 297 (326.7 w/Level 5 module, 319.25 w/TC7) - Clan Advantage
MPL - 440 + 44 + 110 = 594 vs. (Clan BASE, non-moduled range) = 561 (617.1 w/Level 5 module, 659.175 w/TC7) - Clan Advantage
LPL - 730 + 73 + 182.5 = 985.5 vs. (Clan BASE, non-moduled range) = 1200 (1320 w/Level 5 module, 1410 w/TC7) - Clan Advantage

PPC - 1080 + 108 + 270 = 1485 vs. (Clan BASE, non-moduled range) = 1620 (1782 w/Level 5 module, 1903 w/TC7) - Clan Advantage
ERPPC - 1620 + 162 + 405 = 2187 vs. (Clan BASE, non-moduled range) = 1620 (1782 w/Level 5 module, 1903 w/TC7) - IS Range Advantage

Now, IF, IS could reliably load an XL in their BJ's and survive a side torso loss, I'd say, "Wow, some of the Energy Range quirks are "exceptional" along with the structure quirks, because, dang talk about survivability and range."

The fact is, the only way the IS gets a clear RANGE advantage is to load those 25% range quirked 'mechs with either ERLL's or ERPPC's.

Considering that Clan ERLL's and ERPPC's are lighter, smaller, and do more damage than the IS versions, the Clan not only has the opportunity to load MORE weapons and heat sinks, BUT ALSO, given that the Clan enemy will be using an XL, they'll have the speed to close in and completely mitigate the IS advantage on those two particular weapons.

Sorry, but complaining the IS is OP because ONE 'mech, that's kind of hard to kill, that is loading a SMALLER alpha than most Clanner builds, can also when loading two particular weapons has slightly longer range, is just silly.

The build options are rather limited when you're forced to stick with heavier standard engines, for survivability and your weapons are generally at least 1 ton and 1 crit slot larger than the enemy.

You Clanners get a FREE 4 tons worth of CASE quirk. You get 100% survivable ST loss XL's quirks. Your weapons are generally quirked to be lighter and smaller. Your weapons quirked to generally hit harder. Your weapons are quirked, except for a specific few cases, to be longer ranged.

Again, I don't see HOW Clanners can complain that the IS is OP, and that they need even MORE quirks...

You keep responding to me with "YOU clanners".. um...yeah..look at my faction and try again

Also, I used the BJ as an example, never said it was the only... you apparently had a problem understanding that..

and last, I never said anything about giving clan mechs quirks.. not sure why you decided to fabricate that little tidbit..

#49 Jun Watarase

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Posted 27 December 2015 - 05:10 PM

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Heavies aren't supposed to dance with Assaults


Link to dev post please. IMHO if im going 30+ kph faster and double basics, i should be able to out turn you or come close to it.

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Advantages are redundant? Nobody is supposed to have any advantages


I was referring to advantages in certain areas. I didnt mention about them not having a downside.

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Have speed and big firepower, should lack durability. Have big firepower and durability, should lack speed.


Speed is seriously overrated. The fact that competitive teams preferred tonnage over speed pre-clans is proof of this. Nobody put a 350 engine into a 75 tonner for a reason. The quirk system has created IS mechs that are fast, durable and have amazing firepower btw. The blackjack is proof of this.

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The latter is preferable to the former.


And being late for work by an hour is preferable to being late for work by 2 hours.

Quote

And that's different from a 55-ton Storm Crow that can run 104 kph, with really tiny arms with lots of energy hard-points mounted fairly close to the cockpit level, with the best body shape for getting damage off of the CT (narrow cone) and one of the largest torso-twist ranges in the game, and requiring 140+ damage to kill by removing its two sides since the CT is so bloody narrow...how?


>comparing a larger 55 tonner to a 45 tonner

You are doing it wrong.

Quote

Actually, a Storm Crow boating Streaks will make mincemeat out of any Blackjack that gets in range,


Yea that 12 DPS spread damage is so amazing at killing a blackjack when the blackjack can focus fire to a location. Nobody in competitive play uses streaks for a reason.

>actually having trouble with streakcrows in a blackjack

#50 ExplicitContent

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Posted 27 December 2015 - 05:12 PM

View PostRhent, on 27 December 2015 - 04:33 PM, said:

What the OP meant to write is that brawling is easier with IS compared to Clan. Meanwhile all the laser vomit killing mechs at 1K+ is the clan being the killers not the IS.


Actually, no, not at all what I meant to write.

#51 Viges

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Posted 27 December 2015 - 05:33 PM

View PostJman5, on 27 December 2015 - 04:47 PM, said:


Don't forget 228 was also wolf and they too are playing for Inner Sphere atm. They were the second most winning unit in Tukayyid 2.


I wonder why did they switch? Posted Image


Must be something with the lore Posted Image




Posted Image

#52 Jman5

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Posted 27 December 2015 - 05:37 PM

View PostViges, on 27 December 2015 - 05:33 PM, said:


I wonder why did they switch? Posted Image


Must be something with the lore Posted Image

Posted Image


I dont know why they went to FRR, but it's safe to say they probably went clans for tukayyid because IS is so overpopulated during events like those. Tukayyid 1 was a disaster with wait times for IS.

#53 ExplicitContent

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Posted 27 December 2015 - 05:40 PM

View PostJman5, on 27 December 2015 - 05:37 PM, said:


I dont know why they went to FRR, but it's safe to say they probably went clans for tukayyid because IS is so overpopulated during events like those. Tukayyid 1 was a disaster with wait times for IS.


If you want the boys soul you gotta pay the troll toll....

Saw your sig!

#54 El Bandito

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Posted 27 December 2015 - 05:44 PM

View PostJohnnyWayne, on 27 December 2015 - 04:37 PM, said:


Really? You know someone still crying Clans OP? Who's that? I never read anything in this regard since one week after the rebalance.


Check this thread that was made just yesterday.

http://mwomercs.com/...alance-changes/

#55 jaxjace

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Posted 27 December 2015 - 06:09 PM

IS laser duration is easymode.
IS Jesus structure is ******** on blackjacks and other mediums.
IS ACs do PPFLD

Any questions?

After gauss nerf the only thing the clans have against the IS is their super LRGPULSE their super SMALLPULSE and their double UAC10s.

Someone said this long ago but the IS are the real boogymen

All that being said balance is pretty close, if not in the IS favor right now

#56 Mcgral18

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Posted 27 December 2015 - 06:10 PM

Whichever faction you look at, you've got God Tier and Trash Tier mechs.

They generally compare to each other. Crow (55) VS the BJ(45) are both quite good. Durability can go either way (Sword and Board+60% damage reduction to small CT).
I'd say BJ is more durable overall, as long as you don't get an ST focused (~85 for a BJ ST to death VS 72 for a not-death Crow ST). BJ is harder to leg due to +22IS.

Gun wise, the BJ hits hard, as does the Crow. Both can do long range (Crow has 2 semi high mounts, BJ has more).
The Dual LPL Crow hits for 2.32 Dam/tick while the 3 (ER)LL BJ hits for 2.7.


Truth be told, I haven't played a long range mech in a very long time. Too damned boring, in my opinion. BJ seems to have the advantage there, though.



Now, how about those Trash Tier mechs?
Vindi VS either the SadCat or Ice Fridge.
2 of those get some decent quirks.

Vindi, despite being an outright worse mech than the BJ, gets considerably worse quirks, worse hardpoints, worse hitboxes, etc...
SadCat also loses on hitboxes, Terribad MASC, and a poor number of useful hardpoints (because MGs suck balls).

Let me highlight this, while the BJ gets double Torso structure, the vindicator GETS ABSOLUTELY NO TORSO QUIRKS!!*
*the Terribad 1X (with all of 1 useful E hardpoint) has 12 CT and 15 ST, AKA less than the BJ-1X with 8 fully useful E hardpoints.
Did someone confuse which 1X they were talking about when quirking?

Some of the Vindis can take solace in the fact some actually get leg ARMOUR quirks, meaning they do not take additional fall damage (aside from the Terribad 1X). Most Ice Fridge gets lesser +11 structure, with the one at +16(greater).

Huh, more E hardpoints, faster, more TrueDubs (in more variants), +11 Structure per ST torso, but the Prime(I) CT is garbage. Well, the 1R can get equal E hardpoints, at 5 (with the same 1 slot CT/head restriction, 2 per arm)

How about the SadCat? Both have sad E options (up to 3 VS 2-5), and both are considered exceedingly Mediocre robots.
SadCat arms get smaller durability bonuses, but are also much smaller. A handful of minor Torso quirks, pathetic weapon quirks, only salvation being that the guns are high mounted.


But, SadCat VS Vindi? The 1R might win, due to having 5 E hardpoints. The others are a closer competition of Badness.


So, again, Trash Tier and God Tier exist on both factions. At this point, it's not what faction you ask when taking balance into consideration, but with MECH.
Subsequently, what quirks?


That's the most important part, if you're not a God Tier Clam mech (full of Endo, FF, and blessed hitboxes), QUIRKS, those are what define mechs as effective if they're Spheroid.

That's PGI's prerogative, if they want to band air every Sphere mech in the game. I'd prefer to balance the tech, and quirk underperformers, personally.

#57 ExplicitContent

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Posted 27 December 2015 - 06:14 PM

View PostEl Bandito, on 27 December 2015 - 05:44 PM, said:


Check this thread that was made just yesterday.

http://mwomercs.com/...alance-changes/



Isn't that a troll thread?

#58 norus

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Posted 27 December 2015 - 06:33 PM

View PostExplicitContent, on 27 December 2015 - 06:14 PM, said:



Isn't that a troll thread?

No, it is a straight up legit thread and there was certainly no trolling to be found there. Especially by this young laddy. Posted Image

As for this thread, there is no damn reason for the BJ to be as strong as 55 ton mechs when it's 45 tons. It is a colossal effing failure by PGI considering as a chassis it's decent with good mounts and lots of hardpoints alongside absolutely fine hitboxes. Meanwhile the vindicator...

I play both clan and IS. Balance isn't too bad right now, but some mechs were blessed by PGI along with certain issues like range quirks on erLL. You also have to keep in mind that due to the 15-50% burn time differences between clan and IS, the IS can twist and distribute damage extremely effectively compared to clan. Surprise, suddenly what doesn't seem to be too op of a durability buff vs other IS mechs is much stronger vs clans. So while a clan laser vomit alpha can seem extremely strong, it isn't always as effective as say 33 dmg in .53 seconds (past erML effective and max range...) that a wvk can throw out. When a surprise wolverine pops out that insanely short burntime means a lot when you consider human reaction time is around .2-.25

#59 Y E O N N E

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Posted 27 December 2015 - 06:48 PM

View PostJun Watarase, on 27 December 2015 - 05:10 PM, said:


Link to dev post please. IMHO if im going 30+ kph faster and double basics, i should be able to out turn you or come close to it.


A B-17 can out-turn an SR-71. A P-51 can out-turn an F-15. A P-26 can out-turn a P-51.

Are you seeing the trend, yet?

I'll help you out: faster usually incurs a penalty to turning radius. Atlas can stop where it is, or start backing up, and follow you or else angle itself to let you pass behind and then emerge inside of its sights.

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I was referring to advantages in certain areas. I didnt mention about them not having a downside.


I know, but it's the "those advantages are redundant" part that I was replying to. "Redundant" wasn't even the right word, in this case, because Clan advantages weren't rendered unnecessary; according to what you are saying they still very much need their advantages, it's just that they aren't enough any more. Ergo, "moot" is the correct term because the advantage has been cancelled out. By that definition, all I'm saying is that an advantage getting cancelled out is how it's supposed to be.

If what you mean to say is that each side should have advantages not shared one-for-one by the other, but that get cancelled out by some other advantage, then yes, I agree. I like flavor and I do think it's silly for the two factions to behave the same. That shows a lack of imagination on PGI's part and a lack of metacognitive ability on the players' part.

Quote

Speed is seriously overrated. The fact that competitive teams preferred tonnage over speed pre-clans is proof of this. Nobody put a 350 engine into a 75 tonner for a reason. The quirk system has created IS mechs that are fast, durable and have amazing firepower btw. The blackjack is proof of this.


You are preaching to the choir here. Speed differences of <15 kph are overrated (under 140 kph; over 140 kph and it starts being a big deal). That's why I roll my eyes whenever somebody tells me the rest of the Blackjacks are slow. Yeah, okay people, being able to keep pace with the main firepower coming from EBJs and TBRs and BLRs is too slow. Cool story, all.

That said...we are also talking about an environment where we have 'Mechs locked to 80+ kph having vastly superior firepower and cooling to 'Mechs that would be forced into running at around 65 kph in order to start being comparable or else had to all be glass cannons. Quirks helped that tremendously (though most of the quirks should have been weapon tweaks). Without the structure buffs and rate of fire quirks, a Hellbringer is hilariously more powerful than a Jagermech. Now? It's an even fight over whether an twin UAC/5 HBR wins vs. my twin UAC/5 JM6-DD...and I would still say the JM6 is one of the best all-around IS Heavies.

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And being late for work by an hour is preferable to being late for work by 2 hours.


That...isn't saying anything because you didn't complete the analogy and because the repercussions for lateness aren't binary for every workplace. Being late is not good, but I'd equate the current state to being late by one hour instead of two because one really is preferable to two.

Happily, though, I get to make my own hours as long as they tally to 80 every two weeks. The concept of "late for work" is entirely up to my own guilty conscience. :)

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>comparing a larger 55 tonner to a 45 tonner

You are doing it wrong.


No, I'm not. All 'Mechs have to face each other on the field. The only distinctions that should mean anything are weight class, because those broadly determine general movement and durability characteristics. Both the Blackjack and the Storm Crow are mediums. They are both highly agile, pack lots of guns, and can take lots of damage. If the BJ is not allowed to be as good as the Storm Crow, then we need to hit the Timber Wolf and Storm Crow themselves with a ridiculously powerful nerf-bat so that they can be "properly" crap against all those 'Mechs which out-ton them but are a far-cry from being competitive next to them. Or we smack down the Storm Crow to be as bad as a Kintaro and the Blackjack to be as bad as a Shadow Cat. Is that what you want? If it was the Kintaro competing against the Storm Crow and not the Blackjack, what would be the applicable difference? There is zero difference.

The Storm Crow, for its part, can effectively mount longer-ranged firepower than the BJ-1X. 42 points at 264 meters versus 40 points at 330 or 40-47 points at 405. If you must, that's where your tonnage advantage comes into play. Using MetaMechs as a measuring stick since I don't presently have any newer concrete information, you'll notice that both the BJ and the SCR share T1 status in every range bracket save two; the SCR has T1 at short while the BJ has T1 at medium. You should also notice how much variety there is in the T1 lists for each bracket versus how much there was six months ago. Quickdraws, at nearly all ranges!? QUICKDRAWS? Somebody said awhile ago that they were hidden gems. I used to say the same about the Blackjack long before quirks, and even after when they were still not really popular. Just look at us now!

Personally, I think the BJ-1X was fine before the 1 Dec. patch and actually preferred it then, but it also wasn't considered comp before the patch because it could lose sides really easily. It was a T2 'Mech. The rest were way down there.

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Yea that 12 DPS spread damage is so amazing at killing a blackjack when the blackjack can focus fire to a location. Nobody in competitive play uses streaks for a reason.

>actually having trouble with streakcrows in a blackjack


Lasers spread damage too, especially on a Storm Crow.

You don't sound like you play Blackjacks very much. If you can see them coming, sure. Before the patch, if they jumped you you were up a creek. Now, you don't die as quick, but you do still lose pretty much all of your firepower in three volleys. You can't always see every 'Mech coming, and you can beat your chest all you like but you inevitably get jumped, too. In a full field, no player can possibly account for everything happening on the battlefield at once. Granted, SRMs + C-SPL are even better for jumping people, and I'd like to see you try to argue your way out of that one. Almost anything can be good if you play to its strengths and against the weaknesses of your opponents.

Also, for CW, Streaks are one of the best tools to deter Light rushes, and it's common to have one or two players with a 'Mech equipping them. Even in regular group drops, I still see large numbers of players from the big-name units running Streak-boats in my games (usually -MS- players, you bunch of talentless hacks! :P).

#60 Dimento Graven

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Posted 27 December 2015 - 08:49 PM

View PostW A R K H A N, on 27 December 2015 - 03:28 PM, said:

... Also what TC will I need to get 900-1k effective range for my lasers? Max is 870m with a TC7 and it costs massive tonnage that you will need for heatsinks. Now that that's out of the way...
And the point is Clanners can still manipulate their targeting range.

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You might have missed the part where I specifically said Under-performing Clan chassis. I hate when people talk balance, they only think about best vs best. What about the rest? Mechs like the Mist-lynx, Ice ferret and summoner. These are the mechs that need some help. If I put anything higher than a Tc2 in my Mist-lynx for example thats a serious portion of its limited tonnage. It cannot take a Tc7. Low firepower, slow, non existent armor. What is the point of this mech?
You missed the point where I thought your point was more 'opinion' than fact, and also where I point out that YOU TOO are comparing based on extremes, one of the better quirked IS 'mechs, one of the FEW 'mechs that gets some structure quirks and range quirks, vs. one of the Clans, few, possible underperformers, yet you miss my other point where, besides only TWO specific weapon systems, Clans STILL out range those few 'mechs that get the 25% range quirks.

Again, there's no IS quirk that allows ANY IS 'mech to survive torso loss when loading an XL engine, there's no IS quirk that makes our weapons smaller, or lighter, or increases their damage.

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If I put said Tc7 in my shadow-cat, thats major tonnage lost for the very, very few weapons it can carry.
Still a VERY non-point. While the IS has the Command Couch, not every 'mech is allowed to carry one, plus has FAR FAR less features than the Clan TC, PLUS, clans get FOUR FREE TONS of CASE, PLUS your weapons are lighter, PLUS your weapons are smaller.

See, you're so worried about being able to load up the most massive alpha you can and getting to fire it as much as possible, all the while complaining that the IS has one or two 'mechs that have RANGE and are occasionally hard to kill...

It's absolutely ironic...

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Not to mention who in their right mind would take a Tc7. The higher your TC the less its worth it. Seriously 7 tons is not worth it for most mechs.
Look at those numbers, for pretty much every weapon Clan has an advantage in range in, they don't even NEED to load the TC at all. They get the RANGE, PLUS the DAMAGE, PLUS the SMALLER weapon, PLUS the LIGHTER weapon.

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But anyway I'm not saying Tier 1 Clan mechs need quirks. But just like all the underwhelming, IS chassis got buffed - which has resulted in a lot more mechs bringing something to the table on the IS side (which I bet you are thankful for), the underwhelming, pointless Clan chassis should be be brought up to snuff.
Then EVERY OTHER IS 'mech would need the same treatment.

Look, just face it, not EVERY Clan 'mech needs to be 200% OP to be 'viable'... You'll have uber-leet massive alpha, massive speed, massive durability chassis, then you'll have some where you won't have a great alpha, or will have some hit box issues and the like.

The fact is that the 'viable' Clan 'mechs tend to out speed, out alpha, and out survive pretty much any other IS 'mech, quirks, or no quirks.





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