Scout Derek, on 13 January 2016 - 01:38 PM, said:
Interesting point, however, it is hard to explain this to new players or player whom don't want to play this way.
Isn't this game about allowing people to play however they want, with the side of teamwork at it too?
This is where it gets controversial, and (Excuse me if I offend), but, I fell that we shouldn't have to force people to play clan mechs aggressively or IS mechs patiently, sometimes people want to swap those roles, or, even more, by doing something different.
No offense taken.
Here is the thing. In general Clan mechs could function as aggressive fast hitters yet there are some exceptions. A Direwolf is by no means a rapid strike platform compared to even the slowest of I.S. assault mechs the Direwolf is at best an equal in manuverability and speed. What the Direwolf does do that no I.S. 100 ton mech can is pack on 50+ tons of weapons and have a clan XL to allow the Dire to survive where an I.S. assault would pop in seconds.
LRM based Maddogs are also less rapid strike and more back field lurker and opertunist.
Sniper build Shadowcats are more geared towards snipe and repossition to avoid reprisal and being locked down.
There are several clan mechs that do not fit the mold of rapid striker but overall the clan combat plan should be based upon their strengths of mobility and spike damage.There is always room in a team for support chassis to assist the bulk of a team of rapid strikers. Need some area denial to prevent the fast moving battle line from being flanked...LRM plaform or ECM Snipers. Want to ancor a territory? Cover the approach with a Direwolf with 6x UAC5s.
You did over simplify things a bit as well. A mech with high durability and excellent cooling efficency isn't just a "patient" mech it's a mech that has the ability to advance slowly through a hail of weapon fire while returning fire and still have enough armor and heat dissapation to be a threat once it gets there to aggressivley brawl with the enemy.
A fast agile mech with excellent spike damage but less effective heat dissapation is not neccissarily only good at run and gun fighting. It may be an excellent hide and poke fighter (a patient mans game if ever there was one) Using superior mobility to take the best hidey holes and use the superior agility to move in and out of cover while shooting long ranged very hot weapon fire.Retiring into cover between salvos to cool.
As it is now the glut of (frequently) excessive quirks on I.S. mechs does more to limit choices than gentle nudging into a general combat style. Do I take a mediocre Catapult K2 or the super Quirked Thunderbolts? Pilot a Crab or a Blackjack with the structure of an Atlas? There is a reason why in CW high comp teams have obscene amounts of Er Large Lasers on mechs with 20% + range quirks...it's because it wins and it's boardering on mandatory to do so.Building to maximize overly specific quirks is probably the most limiting factor on a mech these days.
This is why I am generally opposed to specific weapon quirking. And in favor of generic weapon type quirking.
A mech with medium pulse laser cooldown,medium pulse laser range and medium pulse laser heat generation quirks will not likely ever see any other weapon system installed on it. But if these were say generic energy quirks we at least have a wider array of weapons to equip than just the medium pulse lasers.