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Why Are Clan Mechs So Nerfed


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#101 SplashDown

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Posted 22 March 2016 - 09:59 PM

View PostAce Selin, on 22 March 2016 - 08:11 PM, said:

LOL this is funny. Do you even play Clan mechs?
Clans still have some of the best mechs in the game in all weight classes. Yes a few Clan mechs need help but not many.


Whilst i agree overall balance seems pretty good at present (yes some IS & some Clan mechs need help), i still primarily play clan mechs in solo Q (DireWolf, Timberwolf, Hunchback IIC and Jenner IIC) due to their survivability , speed (except Dire), damage output and generally forgiving nature if you make a mistake.

All i play is clan and yes you named some of the best mechs...My point is dew to these best mechs the rest that used to be good mechs wer over nerfed and cant manage heat fer chit anymore....clan already had a handfull of mechs that are pretty useless..to play when compared to better clan mechs and since the mega nerf even more have fallen into this catagory..
Clan doesnt have any where near the number of mechs IS does...
Im not saying the good mechs need a buff all im saying is some of the nerfed clan mechs need a lil tweeking to bring them in line a bit more...AND both clan and IS have quit a few mechs that just straight up need some love becuz ppl dont play them ever..im sure you know the ones im refering too.

#102 80841K

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Posted 23 March 2016 - 05:08 AM

I am a new player and I didn’t see any problem in balance in 1 vs 1 fights, because for me in 1 vs 1 skill is more important than the mech spec.
But I think there is big problem in Community Warfare, due to the fact that it’s very easy to utilize IS mechs advantages and extremely difficult to utilize advantages of clan mechs. Because IS is better at brawling, all they need to do is to form the train of mechs and go. Clans on other hand better at range and alfa strikes, but they cant use it well, as there is no big open space in the CW maps, and only way to use it, if IS mechs decide to stop and begin to fight from cover by peeking. But why will they do that? Of course if all 12 clan players take ideal positions and all clan pilots have higher skill than IS pilots, they will win. But the problem is that IS winning strategy is just more simpler: gather->go-> win, so the clans will lose most off the time.

#103 HeavyEcho

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Posted 23 March 2016 - 05:50 AM

Why are clan mechs so nerfed?
Simple its because you touch yourselves at night.

#104 Black Ivan

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Posted 23 March 2016 - 06:14 AM

Not all Clan Mechs are overnerfed, it is that so many are lackluster because of their original design. The Summoner falls into this categorie easily. It would need some serious buffs to make it good.

#105 LowSubmarino

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Posted 23 March 2016 - 06:14 AM

Lights are so incredibly badly and weird designed in mwo that they can shrugg off full alphas of assault mechs. And yes....my aim is good. My alphas land where I want the to.

Yet, lights can take a beating - some lights especially - thats it lets you cringe. No matter how often you see it. Its beyond weird.

lights should explode right away if an assault alphas them. Simple as that. A spider cannot die. No matter what you do haha. It runs through vopley after volley. It can take more dmg than a direwolf.

thats just insane and kinda weird whi pgi decided to make lights so strong.

Not really surprising though. Quite a few bad choices in this game.

#106 Narcissistic Martyr

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Posted 23 March 2016 - 06:14 AM

Sigh... here we go again...

Clan mechs are fencers using superior range and mobility to strike quick and hard and then fade away to cool down.

IS mechs are grizzled boxers that keep advancing and keep coming and once they're in range they don't let up until you're dead.

#107 Ace Selin

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Posted 23 March 2016 - 06:25 AM

View Postdervishx5, on 22 March 2016 - 12:52 PM, said:

Because it has cinnamon swirls in every bite!

Posted Image

Great looking THUG

#108 Nyte Kitsune

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Posted 23 March 2016 - 06:26 AM

View Postoneda, on 23 March 2016 - 06:14 AM, said:

Lights are so incredibly badly and weird designed in mwo that they can shrugg off full alphas of assault mechs. And yes....my aim is good. My alphas land where I want the to.

Yet, lights can take a beating - some lights especially - thats it lets you cringe. No matter how often you see it. Its beyond weird.

lights should explode right away if an assault alphas them. Simple as that. A spider cannot die. No matter what you do haha. It runs through vopley after volley. It can take more dmg than a direwolf.

thats just insane and kinda weird whi pgi decided to make lights so strong.

Not really surprising though. Quite a few bad choices in this game.

Have to agree here.. Lights, not just clan lights are a lot harder to kill than they should be. I cannot count the number of times that I've hit them with multiple Alpha's (My DDC in particular) only to have them take little to no damage. You could argue that my aim might suck, but when one is sitting still and I can't kill it, there's a definite problem.

A light should NOT be able to brawl face-to-face with my Atlas, and still win (Arctic Cheetah's are notorious for this), the Jenner IIc on the other hand I still say tend to claim legitimate kills on me, but usually only because they attack from behind, they tend to die pretty easily if they're foolish enough to get in front of my DDC, but again, occasionally they'll take multiple Alphas, which shouldn't be possible for a light.

#109 Gyrok

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Posted 23 March 2016 - 07:25 AM

View PostGas Guzzler, on 22 March 2016 - 12:26 PM, said:


Which is why laser vomit only accounts for 1/3 of the meta game right?



OP: You are not playing right if your Clan mechs "only last 30 seconds" in a fight. Also, you say that good Clan players still get rolled by Assaults loaded with AC's (yeah those are good) or LRM's (THIS IS UTTERLY LAUGHABLE). If IS LRMs are creating problems for you, than I'm sorry, I will not have a balance discussion with you.

Seriously, balance is pretty solid right now when it comes to Clan vs IS. Both sides have things that they are good at.


You know Gas, I agree mostly.

I think they could remove the fall off penalty from the Medium and Small class clan lasers though...and I would love to see the ST speed penalty come out of the game. That is pretty BS actually.

#110 Pariah Devalis

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Posted 23 March 2016 - 07:27 AM

View PostGyrok, on 23 March 2016 - 07:25 AM, said:


You know Gas, I agree mostly.

I think they could remove the fall off penalty from the Medium and Small class clan lasers though...and I would love to see the ST speed penalty come out of the game. That is pretty BS actually.


Hell, I'd be happy if they just removed the weird fall off from the *pulse* lasers. As originally written, and as stated in the patch notes, it was supposed to impact ER lasers, but actually impacts all Clan lasers except the LPLas. That's some wicked incongruity right there....

Edited by Pariah Devalis, 23 March 2016 - 07:29 AM.


#111 Gyrok

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Posted 23 March 2016 - 07:30 AM

View PostPariah Devalis, on 23 March 2016 - 07:27 AM, said:


Hell, I'd be happy if they just removed the weird fall off from the *pulse* lasers. As originally written, and as stated in the patch notes, it was supposed to impact ER lasers, but actually impacts all Clan lasers except the LPLas. That's some wicked incongruity right there....


Well, lots of IS mechs get 648m range from IS MLs. I think the CERML could stand to go back to 800m at that point. Especially with structure quirks being so highly prevalent...

Throw in things like the 5SS Thunderwub that has more range out of MPLs than a clan mech because fall off nerfs...it gets ugly...

Edited by Gyrok, 23 March 2016 - 07:30 AM.


#112 Gas Guzzler

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Posted 23 March 2016 - 07:50 AM

I wouldn't mind if they de-nerfed those Clan lasers and see where we are at. I miss my ER ML Gauss builds. (Terrible person I know.) But those ER MLs sure would be awesome, we would definitely see more Clan lasers vomit in competitive play.


The side torso penalty has to stay if for no other reason then to keep appeal for the KINGFISHER!!!

#113 Adamski

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Posted 23 March 2016 - 08:21 AM

View PostGyrok, on 23 March 2016 - 07:30 AM, said:


Well, lots of IS mechs get 648m range from IS MLs. I think the CERML could stand to go back to 800m at that point. Especially with structure quirks being so highly prevalent...

Throw in things like the 5SS Thunderwub that has more range out of MPLs than a clan mech because fall off nerfs...it gets ugly...


You know this is wrong correct?

TDR-5SS gets 25% range bonus to MPL:
220 * 1.25 = 275 * 2 = 550

cMPL: 330m - 561m

The faction wide energy range nerf hit a lot of mechs in ways that still hasn't been compensated for.

#114 Gas Guzzler

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Posted 23 March 2016 - 08:30 AM

View PostAdamski, on 23 March 2016 - 08:21 AM, said:

You know this is wrong correct?

TDR-5SS gets 25% range bonus to MPL:
220 * 1.25 = 275 * 2 = 550

cMPL: 330m - 561m

The faction wide energy range nerf hit a lot of mechs in ways that still hasn't been compensated for.


So with range modules, Thunderwub optimal is 297, while cMPL optimal is 363.

Max is something like 594m for the Thunderwub and 617 for the cMPLs?

Edited by Gas Guzzler, 23 March 2016 - 08:30 AM.


#115 Adamski

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Posted 23 March 2016 - 08:53 AM

View PostGas Guzzler, on 23 March 2016 - 08:30 AM, said:


So with range modules, Thunderwub optimal is 297, while cMPL optimal is 363.

Max is something like 594m for the Thunderwub and 617 for the cMPLs?

Yep, throw in a TC1 and you get:
cMPL 389m optimal, 661m max (think this is wrong, but that's what Li Song is spitting out)
correct should be: (330m * 1.14) to (561 * 1.14)
cMPL 376m optimal, 640m max

Edited by Adamski, 23 March 2016 - 08:57 AM.


#116 Jables McBarty

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Posted 23 March 2016 - 08:58 AM

View PostAvalon91211, on 22 March 2016 - 12:15 PM, said:

So now I leave it to you, fellow Mechwarriors, lets discuss.


Fool, DO YOU REALIZE WHAT YOU'VE DONE????

Look at the wreckage here upon the forums and know that it is all your doing, all your doing...

#117 Jables McBarty

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Posted 23 March 2016 - 09:11 AM

It was early 2016 and all across the forums the (fanboys of the) Inner Sphere and the Clans were consumed in the conflict that would soon be known as the Minor Rebuttal. The Twelfth Balance War had begun. Many a great ForumWarrior posted with valor, staked his honor on the threads. A few walked away smug, but most were carted off in fits of rage.

As with the previous Balance Wars, the result was inconclusive, the future once again left to a shadowy, omnipotent techno-priesthood. Comstar? No, a far more powerful entity known only by the sixteenth, fifth, and ninth letters of the Anglo-Roman alphabet. The only true beneficiaries? Those despicable mercenaries of the forums, once noble ForumWarriors twisted by the ongoing conflicts since the dissolution of the Closed Beta, the Trolls.

#118 Jables McBarty

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Posted 23 March 2016 - 11:12 AM

I was just starting out as a ForumWarrior when the Eleventh Balance War was drawing to a close. I remember it like it was last month, the way a Cicada 2A could hit you with a PPC for full damage at nearly a click and a quarter. It was a dark time. But then the Perennial Griefing Initiative struck from orbit, nuking everything at once. They’d promised to decimate all parties, and they did--literally. After the nuke, only 10% [energy IS range quirks] remained across the board. For my part, I was satisfied. But I was only toe-deep back then. When the 12th broke out not long after, I’d had my first century under my belt and was well on my way to my second, but I knew enough to stay out of it. This battle, like so many before it, belonged to the hardened ForumWarriors. They had the history and the math. I didn’t. It wasn’t my fight.

But I knew I’d pay.

We’d all pay for it eventually.

#119 Revis Volek

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Posted 23 March 2016 - 01:52 PM

View PostGrisbane, on 23 March 2016 - 12:58 PM, said:


oh, he is right in a manner of speaking.. he was looking at the game because it says "Mechwarrior Online: A Battletech game".. and that is actually the wrong part.. this is not a Battletech game really. It can be called Mechwarrior because none of the Mechwarrior games to date are considered cannon. But the second you bring the word "balance" into the discussion, you can no longer claim anything to do with Battletech outside general mech shapes and names. It would be more accurate to call it "Call of Duty: Mechwarrior" (of course that's what Titanfall literally was) or "World of Battlemechs" (which is much more accurate)

The OP was looking at this as a Battletech title, following the Battletech lore.. and it's not. One can go so far as to claim false advertising on the part of PGI for having it in their title.. and they would be right. The closest thing OP could have gotten to Battletech in an online multiplayer PGI forced out of existence (MWLL). Hopefully one day in the future, when PGI finally has it's license inevitably stripped (because that's what Microsoft does) MWLL can rise again. or another like it. Until then, we are stuck with this....




This is some logic you have there...


To paraphrase, making something BETTER and more ENJOYABLE destroys it and means its no longer allowed to keep its name sake. Or using one part of a universe means you can no longer claim roots to said universe? Just because it says a BATTLETECH GAME, doesn't mean Its 100% a TT remake, that its 100% following the OLD stories, or that it is even a redo of any story to date. All that claims is this is a game MADE from the BATTLETECH UNIVERSE.

Nowhere in the words A BATTLETECH GAME does it say anything close to what you are claming, You have an idea in yoru head of what this game is suppose to be, and thats fine, but no where in the fine print does it say PGI has or is suppose to have the same vision.

I think you need a dictionary sir.

Edited by Revis Volek, 23 March 2016 - 01:53 PM.


#120 MischiefSC

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Posted 23 March 2016 - 02:12 PM

Yet again, the original developers said that the Clan/IS balance was totally screwed up and a bad experience. The reason for the WoB storyline and nuking everything was to correct that mistake and go to 1 to 1 balance. We are not obligated to repeat the same mistakes.

I get that some people want a sanctioned excuse to play OP tech compared to everyone else. To have an official lore sanctioned reason to try and substitute imbalanced game mechanics for skill, so they can pretend they are great without having to actually be good at the game.

We did 10 v 12 with lore stats in several tests. It was a wipe - 12 IS mechs destroyed 10 Clan mechs with lore stats every time. Because Clan players are NOT vat-grown supermen, they just want to pretend they are.

So you would end up artificially nerfing the IS extra so the Clan players can pretend to be better than they actually are.

Instead we've come to the same conclusion FASA did - bad Clan-IS balance is total ****, balanced 1 for 1. If you want to be a superior warrior in the game you have to actually be good at the game, not demand that the developers skew game balance to help you pretend you are better than you are.





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