MechregSurn, on 10 February 2016 - 10:16 AM, said:
On the contrary, engagement terms where I believe the right IS mechs will hold an advantage even after the proposed range nerfs:
1. Laser brawling with medium lasers (both standard and pulse), and large pulse lasers - the combination of structure, burn time, and heat gen quirks, as well as the higher heat capacity of IS Double Heatsinks gives IS a clear advantage here - the only real clan counter to this is heavy dakka+srm, which turns the whole thing into a DPS contest and which muddies comparisons between weapon weights, ranges, etc.
2. Long range laser sniping contests with ERLL, especially in the higher weight categories where clan mechs are knuckle draggers, while IS weapons of choice have high-mounted hard points and structure quirks. FYI, IS ERLL range + 10% generic energy range quirk comes out to 740 optimal range before modules. With modules included, cERLL ekes out a whole 4 meters more optimal range. TCOMPs can squeeze a bit more, but with their current stats, the wisdom of bringing anything bigger than TCOMP I is debatable. Essentially, for the weapons, it comes down to lighter, higher alpha, hotter, and longer burn vs. heavier and bigger, cooler, lower alpha, and shorter burn (for roughly equivalent burntime DPS). The issue then moves to the platforms' durability and hardpoint location.
3. Medium-caliber balistics (i.e. AC5/UAC5) are, in my opinion, better on IS than clan at them moment due to a combination of ballistic quirks (especially cooldowns) and lack of shell spread for IS UACs. Additionally IS has a larger number of heavy and assault mechs with sufficient hardpoints to boat these ballistics (i.e. mount 3 or more), whereas the only real clan options to do this are the Ebon Jaguar, which is insanely squishy due to its shape (a very bad thing for a DPS dakka mech), and the Dire Wolf, which is very situational. And, just in case you're planning to counter with high-caliber cUACs, much as I enjoy my 2x UAC10 3xSRM4 Warhawk, I have few illusions of my ability to win a staredown with a 4xUAC5/5xAC5 Mauler unless I manage to get the drop on it and can blow out a leg before it even knows I'm there.
4. PPCs. Think of them as energy-based autocannons. Clans' ERPPC splash damage is not, IMO, generally sufficient to overcome the tech base's lack of velocity, heat gen, and cooldown quirks. Nevermind the fact that they don't have access to the regular PPC, with its lower heat. Honestly, if you're looking for a weapon to outrange your opponents after the range nerf, might I recommend IS ERPPC? 10 points of PPFLD at 810 meters unquirked (972 with 10% range quirk and range module), which is roughly on par with a Gauss rifle round at the same range.
5. LRMs. Yea, I know, bad weapons, never bring them, all that jazz. But for the sake of this argument, keep in mind that what the IS loses in extra weight, it makes up in missile spread and delivery pattern, which makes them harder to counter and spread damage.
6. Light mechs. With the exception of the Jenner IIc, Clan lights are locked into suboptimal engine, JJ, and heatsink configurations, leaving their tonnage usage in a horribly suboptimal place by comparison.
Ultimately, if the only situation a pilot knows how to exploit is one where they're shooting their opponent from a range where their opponent cannot reply, they're probably in the wrong game. There's more ways to win than hill-humping from afar, as top tier units and players have demonstrated time and time again.
Edited by habu86, 10 February 2016 - 11:46 AM.