Aresye, on 21 February 2016 - 12:57 PM, said:
I base my opinions on in-game performance. If myself and a couple others in a small group of 3 can carry a team of solo pugs against 8-12man teams of KCom, MS, and 228, there's something seriously wrong with balance, which is exactly what was going on prior to this nerf.
After the patch, still running in the same small group, we'll face the same teams, except usually they'll win. It won't be a total stomp, but they'll usually achieve victory by the end.
Having played long enough and often enough to personally know most of the players on these teams, along with knowing their level of skill compared to my own, the balance right now after this patch feels just about right. I don't feel disadvantaged in any way playing on the IS side. I do however, feel I no longer hold a gigantic advantage in super long range.
You want to talk about folks needing their crutches? Look in the mirror.
It may sound harsh, but if you can't make IS works after this range nerf, it isn't the mechs. It's you.
Hilarious how you are so delusional. Lets talk about the mechs xl engines.. clan version can zombie IS one pops when a side is hit. Lets talk lasers. More damage and more range than IS counterparts without quirks. And the ones that had said quirks were just a few. So along with more damage we have to talk omnipods, where IS has set hardpoints you can bloat moar lasers on any clan. So thats more advantages clan had along with build variety. It may sound harsh, but clans are truelly easy mode. If one were to get more detailed that would not change.