Because I hate retyping I'm just going to copy paste something I used in my reply to Der Hesse in
My Thread, MWO Balance
RaelM, on 14 January 2016 - 07:54 AM, said:
Lets take a look at the various range quirks the IS have access to, several mechs can gain around 20-35% energy range. Note the word several. This means that they can either hold range or out range any Clan Mech using ERLL with Targeting Computer 7 if using ERLL itself, considering the Clanners are supposed to have a range advantage (says so on a loading message and it's lore accurate) that within itself is extremely unbalanced as it's 7 free tons/slots... 7 TONS.
Now lets move on to heat, most if not all IS Mechs get a heat quirk or two. This means that they can alpha a lot more than the Clan Mechs, now you can argue that the Clanners can boat weapons better which in some cases they can but the 'Quirk Monsters' for the most part can mount a similar if not better loadout in terms of alpha damage. So they can match alpha and alpha more, this means more burst dps.
Structure quirks are also prevalent and in some cases are completely absurd. I've seen a Blackjack out tank a Stalker, the combination of smaller hotbox in comparison to the Stalker, it's ridiculous structure quirks and improved speed make it a better choice hands down. It also isn't the only IS Mech to get structure quirks but it is one of the few that got absurdly high ones. I personally have nothing against the IS having more structure than the Clanners as is stated in my spreadsheet (did you even read it?).
Now the only hands down advantages the Clanners actually get at the moment is Speed (some IS Mechs are faster with certain engines but for the most part Clan have more speed) and the XL engines survivability which I think was a bad idea to begin with.
So tell me;
Are Clans really OP? No.
Are they on par with IS? No.
Can a 12 man pre-made win as Clan? Yes because teamwork is OP.
Is quirking 'Mechs to account for better teamwork the right thing to do? No it isn't, no if's or but's about it, the game needs to be balanced on a 'Mech to 'Mech, Weapon to Weapon, Equipment to Equipment basis.
If you feel the same way about this as I do then hop into my thread and like my post, I don't care if you're a filthy Clanner or Freebirth scum all are welcome to like my post.
The game needs to be balanced in a way that I stated above and not yo-yoing around because the big Merc Units keep moving to the same side. After it's balanced then you work on the CW Map, easiest way to balance the big Merc Units vs loyalist? Repair & Rearm, Dropship costs, Resource Management and Merc Units wont be able to own a Planet. Add that into CW and it'll even out the big Merc Units because they'll have to rely on the Loyalists and it'll even out the Loyalists because they'll need to rely on Mercs. Problem solved.