Gas Guzzler, on 24 January 2016 - 07:42 PM, said:
I recognize that IS mechs are superior. I also understand how ER LL engagements are common in comp. I just think that those matches could have been closer if instead of trying to fight an uphill battle, they could have tried to close into ER ML range and poke from there. Maybe not though, it just seems like there are better weapons on the Clan side than cERLL.
As a side note, maybe its time for some cERLL buffs?
The problem there is now you have an entire 500m+ range window in which you have to maneuver while having no ability to return fire. You saw this on Drop 5, in which by the time the Clan team was in their optimal range, they were already down 2 assaults and the rest of them were cored.
Also, we don't need to buff the CERLL. I feel it needs a "slight" reduction in burn time, but outright buffing it just makes the powercreep worse. What NEEDS to be done is to either scale or outright remove the energy range quirks that boost the ISERLL to such ridiculous ranges. Mechs like the RVN-4X can reach out past 1800m with a sub-1s burn time simply shouldn't exist.
Khobai, on 24 January 2016 - 05:03 PM, said:
yeah but its not just the IS weapons that are uberquirked. its their internal structure too.
its such a terrible way to try and balance the game.
That's ultimately the problem. It's the combination of quirk consolidation (ex: Medium Laser Range quirk turning into Energy Range Quirk), structure buffs (theoretically more tonnage), agility quirks, heat sink changes, skill tree changes, Clan XL side torso loss nerfs, and adding it on top of a system that was already broken beforehand.
In an effort to bring the grand majority of IS mechs up to par with the Clan's top performers, they inadvertently buffed the large majority of already good IS mechs up to obscene levels.
Many of the IS ERLL quirked mechs are just as good up close as they are from 1600m away. Watch Drop 5 as I drop down from the spire in my 4 ERLL Quickdraw. I start getting focused by 2 stormcrows, but while each of them shut down at least once, I was able to continuously pound away at them with 2 groups of 2 ERLL.
The problem comes down the play style. You can't brawl very well in Clans against a brawling IS deck, because the IS has mechs super quirked for brawling, and Clans lack the agility (especially after ST loss). You can't poke mid-range in Clans because the IS has super quirked mid-range poke mechs like the BJ-3. You can't poke long-range in Clans because the IS has super quirked long-range mechs.
There is literally not a single type of play style that exists in which there isn't a group of IS mechs better quirked for the task.
Remember you're watching 2 different teams trying to make the Clan side work. It isn't so much that you're watching a bad game plan and/or bad teamwork. The Clan players just simply had no clue what to do. In the case of the team that switched to Clan halfway through, they already had 3 drops where they could clearly see what didn't work for us, but when it became their turn, they pretty much picked the same types of mechs, builds, and tactics.
The only reason they would try to repeat the same formula that didn't work for us is the same reason we picked that formula in the first place. It was our best option.