Alaric Hasek, on 27 December 2015 - 08:59 PM, said:
It's not that Clan 'mechs were nerfed that much, though long burn times are a pain. What makes IS 'mechs better at the moment is the -10% or -15% heat gen, 10 to 15% range bonus, and the massive internal bonuses for IS 'mechs. That makes the Black Knight, Blackjack, Marauder, and some other IS 'mechs able to brawl better than the Clanners... AND some IS 'mechs get range quirks too - so they outrange the IS. There are Quickdraws, Battlemasters, Blackjacks, Cicadas (and probably others) that have +25% energy range. With a range mod they can get effective ERLLs out to 1000m.
CW is more difficult for Clans because of the above issues, and the 265 ton IS drop deck lets me bring things like a 3LL/3 ML Black Knight, a 4 LL/1 ERLL Marauder, a 3LL/2 ML Enforcer, and a 4 ERLL Quickdraw with 5 tons to spare. 265 tons could also be 3 Black Knights and a Cicada, or 4 Thunderwubs straight off Metamechs. Worse for the Clans is that a number of units that had gone Clan, especially in Tuk 2 went IS. That's part of why the Clans can't get out of their zones. You can look at the map and see where those units are with currently.
So, do Clans need buffs? Probably not, but if you want more balance there need to be less weapon perks for the IS.
I couldn't agree more. I think issue here is:
MWO combat is about damage dealt/received per contact window. Now, to win the damage trade per contact window you need to be able to get your damage on target whilst taking less. This obviously favours front loaded pin point weapons. Secondly over the course of any given trade, you may have 30 seconds of smaller "windows" these windows are dictated by heat and exposure time and frequency. If you can have 5 "windows" to your opponent's 3, then you have an edge.
Currently the Inner Sphere mechs are generally cooler, with shorter duration lasers and heavily quirked pin point weapons. they are generally higher velocity,and faster cooldown.
they also tend to have comparable armour values backed up by structure quirks.
due to the shorter duration lasers and buffed srms/ballistics their damage tends to be more "efficient" per shot. This means more damage goes where you want it with less "wastage."
for example, an Is mech and a clan mech go at it at 600m with their versions of ERLL. Both do full damage at that range. The Is laser has a 20% duration lessening quirk. the Is mech puts his/her full damage out in one second. The clanner does his/hers in 1.5 seconds. This means the Is mech can place a full burn (9pts) and still start to twist BEFORE the clanner's damage is even applied fully. The Is mech would be able to spread that damage across 2-3 components, combined with said structure quirks......result is obvious. This generally applies to all clan lasers and AC.....
Attrition IS mech wins, every single time.......
Currently many Is mechs can out range, out alpha, out efficiency and out survive their clan counterparts.
I am now struggling to kit out and build my clan mechs, my first act was to start rationlising and try to logically wok out counters to IS tech (remember, I run BOTH sets of tech frequently). Trouble is if you factor in the above there isn't a direct counter in most cases....
you have to hope they are worse at the game than you are......two pilots of equal talent=bad news for the clan mech....
Right now CW fun is IS v IS seems good balance. Trouble is, it's s slap in the face for people that paid a premium for clan mechs with real cash. Not saying they should be anymore poerful at all-but they MUST be equally viable.
MANY of the comp level players I have spoken too and other units are saying the same thing: IS has the edge, in nearly EVERY field.
spectralthundr, on 05 January 2016 - 06:16 AM, said:
It's really 2 fold, the clanners lost most of their organized groups, and now the two sides are more closely balanced in terms of performance. So the loyalist clanners are getting a taste now of going up against organized teams with a more even playing field and it's been harder for them.
A good Timby pilot is going to wipe the floor with that BJ even with the structure quirks 9 out of 10 times.
No he really isn't. I've handed quite a few TBR pilots their *** in a HBK 4SP Quirks+medicore skill>all.