Cw Unplayable Clan Side
#101
Posted 06 January 2016 - 04:40 PM
Why?
Because maybe PILOT SKILL CANNOT BE BALANCED?!
Who else is sitting here laughing at this effort to put a Square peg in a Round whole?
[P.S. Clan tech is supposed to be superior in IS tech at this period in the so-called 'Timeline'. If Russ and Paul ever choose to write 'Zellbrigen' into the game and employ 12v10, all of this so-called 'Balance' debate will be moot. Realize the solution rests in the hands of those who cannot master a math problem with MatchMaker... and spare me the "It's too complicated." excuse.]
#102
Posted 06 January 2016 - 05:14 PM
#103
Posted 06 January 2016 - 05:19 PM
kamiko kross, on 06 January 2016 - 04:25 PM, said:
That might be a factor.
Have you fought Ms and 228 meta teams yet? that'd be the real litmus test. Because I remember before latest round of clan nerfs when i dropped with some of your guys, the standard was to take the brawl to the clanners and just overwhelm them. when I've tagged along with your guys, i have yet to lose a single CW match.....
I only have my opinion because I'm not as good at the game as you are, and I do notice a rather sizable difference between the sets of tech-it might be my builds who knows. But my clan stuff does not feel as effective as my Is stuff right now.
MY Blackjacks for example, are currently all over my clan mediums. My Black knights make my HBR and Summoner look rather tame...
Maybe Is tech suits me better?
I haven't ran into a 228th 12-man, but we have been able to beat MS 12 mans.
If you are someone who likes to close and engage at closer range, IS tech might suit you better. If you like to be patient and take shots as the come and keep some distance (but not 1000m insane distance), Clan mechs are still extremely good. There is definitely a difference in playstyle, its always a tradeoff. But to say one side is OP right now is just false.
#104
Posted 06 January 2016 - 05:53 PM
#106
Posted 06 January 2016 - 08:16 PM
#107
Posted 06 January 2016 - 10:20 PM
#108
Posted 07 January 2016 - 06:07 AM
kamiko kross, on 06 January 2016 - 03:01 PM, said:
Because in actual match conditions...they do. their heatsinks don't work as well and heat cap is lower, meaning shorter time to overheat.
To negate that you need to run srm/ballistic builds mainly then you are back to the burn/contatc time problem. the logic doesn't add up?
There are so many variables that it is indeed hard to fully know and understand all balancing factors. I myself feel like i do, but it´s hard to pay regard to all of them at once when reviewing tech balance. Most could be solved mathematically, but i just don´t want to take the time for that. But since i know all the factors i am sure that i can do an educated guess that comes pretty close to reality.
Also when you follow the matches in the game and the forum activities and know most of the names you get a good hint of how balance plays out in reality, independent of the mathematically stats. And atm. for me everything hints to the best tech balance in this game so far.
Clan mechs overheat that much because most clan pilots use an awful lot of offensive power (i would do that too, because it´s one the strenths of clantech to be able to do so). Take the much used Thunderbolt with 3 LPL for example. Now tell me how many Clanners use only that low amount of weapons on a heavy mech? And even if they did run only 3 LPL then they would do more damage, what still equals higher weaponry.
Also don´t forget jumpjets. there are more viable Clan mechs that have them then there are viable IS mechs with them. Even when viable IS mechs have them it´s most of the time only one and not many like most Clan mechs. So typically clanplayers use them way more often. But using Jumpjets is a good way to prevent your mech from cooling down.
And yes, the difference in heatsinks plays its part too, but there again you have to consider that Clan mechs have the opportunity to use way more of them then IS mechs if you want to because of all the crits and tonnage you save with the higher tech equipment. That´s one of the arguments why the difference in heatsinks was brought into the game.
Clan SRMs don´t have a higher facing time. And viable IS ACs in my opinion also not. But i did write the reasons before and won´t do that again. Most Clanners underestimate the power of their AC´s. The most badass builds i did run into those days when brawling were Clan UAC builds. Those things are intimidating to say the least.
If i want to build a mad AC boat i take a Mauler with 4 UAC5. It´s devastating until it runs out of ammo. Happens to me VERY fast. But the damage is done up until then. The build is something like that:
[smurfy]http://mwo.smurfy-ne...97a1f688930af0e[/smurfy]
Now look at a madcat with the same firepower (2UAC10):
[smurfy]http://mwo.smurfy-ne...6d5edf527971a1b[/smurfy]
15 tons less, and 1,75 less DPS, but 30 kph faster, better maneuverability, 5 Jumpjets, much more ammo, more then twice the maximum damage total and 34 % more cooling efficiency.
Maybe there are even better Clan AC builds but it´s just a hastily cobbled together example. Still i would take it over my mauler anytime.
The fact that Clan UAC10 isn´t pinpoint is no big difference because i have to hold on my target nonstop with my mauler too. There is no shoot and twist/hide in that thing.
#109
Posted 07 January 2016 - 08:46 AM
Only issues is with less firepower....the damage still spreads more..the damage gap is needed to balance the wastage from the spread.
Oh and the Mauler, I used a 5 ac5 build for giggles that was fun lol. Only comparable clanner is the DW dakka boat.
My frustration comes from a simple problem, when assembling my clan acc's mechs, I basically asked myself how would I counter my own IS drop deck?
Yesterday for example I was thinking about the counter to my Raven 4x ERLL sniper.NONE of my clan mechs can do the job it can, as well as it can. NONE of my clan mechs can perform like my blackjacks can....my orions/black knights/ grass hoppers all seem to out perform my clan stuff, with shorter duration weapons with much better heat efficiency and are MUCH more tanky. The only debatable mechs are my Zeus. Warhawk is similar speed and maybe an edge in raw firepower but doesn't seem to tank as well...same as my Gargoyles. the DW I never use nor the Executioner really.
I'm genuinely unsure how to solve the less guns=more heat efficiency-damage wastage equation. Because no matter what i do, it never adds up satisfactorily.
I really enjoy my Is mechs currently-never been a better time to be Is, I'm not enjoying the $490 I spent clan side. A lot of wasted money for me personally. Money I can't get back or convert, money that has gone to support other people's gaming at my expense Wish I had ploughed it into my main acct instead lol.
#110
Posted 07 January 2016 - 09:18 AM
IS and clans sure do play very different. I for my part love fast mechs with high alphas so i should play clans. But in tabeltop i always loved Is so i will stay Is even in MWO. ^^
#111
Posted 07 January 2016 - 12:31 PM
Clan meds, erll and gauss must be buffed.
Timber and crow nerfs removed
#112
Posted 07 January 2016 - 02:26 PM
#113
Posted 07 January 2016 - 03:23 PM
kamiko kross, on 07 January 2016 - 08:46 AM, said:
Yesterday for example I was thinking about the counter to my Raven 4x ERLL sniper.NONE of my clan mechs can do the job it can, as well as it can. [...]
I'm interested in that Raven 4x ERLL build. Care to share it please?
#114
Posted 07 January 2016 - 03:29 PM
#115
Posted 07 January 2016 - 03:35 PM
Kotev, on 07 January 2016 - 03:29 PM, said:
Oh really, twice as good in everything? One area in which Clanners by far surpass anything the Inner Sphere has to offer is baseless whining, where Clanners are at least thrice as "good". Maybe you need to check your priorities.
#116
Posted 07 January 2016 - 03:37 PM
Roland09, on 07 January 2016 - 03:35 PM, said:
Oh really, twice as good in everything? One area in which Clanners by far surpass anything the Inner Sphere has to offer is baseless whining, where Clanners are at least thrice as "good". Maybe you need to check your priorities.
Bravo!
#117
Posted 07 January 2016 - 04:12 PM
People just love to whine when they dont have easy mode crutches anymore.
I do think tonnage on both sides can be the same now .
Edited by Ace Selin, 07 January 2016 - 04:13 PM.
#118
Posted 07 January 2016 - 04:23 PM
I dont think they care *at all* about this phase of CW.
Probably until the new changes come in later in the year they wont pay attention to any of this except to mess with values and record the results. There is no reward from CW so gaining or losing territory has no meaning.
I would not mind so much if it was even possible to find games that were not 228 or -MS- because we have NO CHOICES that would allow us to go anywhere else.
#119
Posted 07 January 2016 - 04:35 PM
yeah.. look at the map. You didn't win ****. If you think clans are so powerful. let's see those units of yours actually make a difference instead of embarrassing yourselves.
#120
Posted 07 January 2016 - 06:53 PM
Been playing CW back and forth since it came out and can count on 2 hands my amount of actual wins in IS vs Clans vs tons of losses.
I finally came to the conclusion during this time that 1) Well known Merc Units, the names we all know by now, can dominate whatever side they are on 2) Roll with the punches and enjoy those rare win moments.I have not had the time since the new changes took place in CW to enjoy the IS roll but hopefully I will soon since karma for me is kinda due.
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