MischiefSC, on 26 March 2016 - 03:56 PM, said:
Gyrok, the problem sounds like you're not very good with Clan mechs. I've got over 1200 QP drops in TBRs and in Clans I can drop with great Clan units like AWOL, keep up and end in the middle of the scoreboard. I'm not uber golden elite but I do good in Clan robbits. I have more time in TBRs than any single IS mech.
I have more time in HBRs than any other mech, and I have 1400+ drops in TWs, I have also logged over 800 drops in DWs.
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If you can't work a TBR to out-brawl any IS mech in most situations you're doing it wrong. If you can't drastically out-tank a BK you're really doing it wrong.
No...actually...the BK is quite tanky. a BK can core a TW out with 2 alphas...which it can do with remarkable speed and precision, and not overheat. Plus, with the fraction of a second beam durations + duration quirks, it puts that damage where it counts quickly and twists away.
To you, I say you are simply not good at playing the BK. I play TWs well enough that they are in my top 5 KDR list...you know what is on top of that list though?
1. BK
2. WHM
3. HBR
So tell me some more that I cannot play clan mechs...
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Situationally an IS team can create a specialized deck that's potentially stronger for that wave than a Clan deck. Vitric is a good example - a line of Maulers with some Jags or other more nimble cool runners can just demolish on attack or defense - for 2 waves. So if you can roll the Clan team up by wave 3 you're fine. Otherwise you're in trouble.
In any situation, an IS team can create a specialized deck that is better than a clan deck. The lone exception being extreme range play (800m+), which virtually never happens. So clans have an advantage on paper that is not worth the paper it is printed on.
Now, if you want to un-nerf the fall off on medium and small class clan lasers, I would be fine with having discussions about clan "range advantages".
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Clans at their most successful are a meat grinder. You look at traded tonnage not kill for kill and try to trap and burn out the other team big tonnage early and prep between waves.
The problem lies in quirked Atlases, BKs, WHMs, TDRs, and other mechs that can take a beating like a clan mech many tons heavier. A BK can take a beating like a GAR with structure quirks, and better than a WHK, almost as well as an EXE, and better than a DW (bad hitboxes, and/or bad mobility, being the biggest culprit on the last 2, while the BK has very favorable hit boxes that roll damage well and twists like a boss).
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Same as everyone else has said.
No, people have said I underestimate the TW. Perhaps a small amount...however...even the others admit there are better brawling options in the IS over the TW.
You are not admitting that.
Dimento Graven, on 26 March 2016 - 06:02 PM, said:
Clans do less than 1 point of damage less and save 1.5 tons of weight which they could invest in a heat sink, more ammo, or a Level 1 TC.
Neat!
They have to invest in the extra DHS, the heat cap was nerfed, remember?
Krivvan, on 26 March 2016 - 04:05 PM, said:
At the moment, it doesn't look likely to be a mainstay unless we're looking for other heavy SRM mechs in a heavier brawl push deck. It may have some uses, and it may even replace the mad dog (we'd have to science it first), but it's not a giant powerhouse that everyone's waiting to get the chance to use. At the moment, mechs like the Griffin are a lot more usable than the Archer for less weight.
Sure, the GRF has ECM and 4 missile hardpoints...which makes a lot of sense, plus good mobility and favorable hit boxes.
However...I suspect the ARC will obsolete whatever minor use the MDD saw in any comp deck ever (not like it was ever a main stay to begin with, either...).