Dakota1000, on 09 May 2016 - 01:28 PM, said:
I play as a Clanner in CW but use a lot of IS mechs in quick play. I've been finding that my IS mechs preform much better than the clan ones, though the clan mechs do tend to have similar or higher damage outputs.
My IS mechs seem to be more efficient in their damage, when I look at weapon stats I can see why. The SRMs have less spread, the ballistics fire in a single slug, the laser beam durations are much shorter, quirks are thrown in to further improve those stats, I even get durability boosts on some mech variants. Ghost heat is also more forgiving allowing me to hit with alpha strikes without much worry when it would be handy to.
Basically my Atlas is walking nigh unkillable destruction, My Mauler rains death on enemies with heavy ballistics further out than a Dire Wolf and with more speed and higher mounts, My Banshee can run around with 5 large pulse lasers and cut down a third of a team with ease. All of these mechs can just cut right through enemies with ease, armor gone in a couple hits, and I end a game with 3-5 solo kills on average.
However on the Clan side I find I have to work more to poke and push and dodge and spread damage and make sure to always stay out of range of any IS mech and hope I can get my beam's full burn on a target before they can fire a shot off. If I'm going and using my Hellbringers and hitting enemies with either quad ERLLs or dual LPL dual ERML or something similar its not nearly as easy as when I am in an IS mech. Armor just falls off the thing and structure doesn't take much to finish off when going against things like IS ballistics or LPLs or even SRM bursts.
I've honestly found my triple LPL Hunchback 4p to be able to kill off Hellbringers with ease and Oxides nearby basically mean I'm a dead man if one targets me while I'm in a Hellbringer even though if I'm in an IS mech they just vaporize the moment they get in range.
I've always liked efficient killing rather than just being able to spam out damage, and that seems to be what the IS is offering now. Maybe I've signed up for the wrong side in community warfare.
What have you guys noticed when playing on both sides?
I'm not sure what you're experiencing compared to what I experience.
Here is what I find.
I almost always play I.S. except last weekend. I was having a long stretch of losses in quick play puglandia. It was actually suprising how bad the teams I was assigned were on an average. There was pretty much nothing I could do to support a team so intent on losing.
No one was following any plans or organizing no one seemed capable of focus fire or coordination on any level.
So getting sick of watching my PSR score tank I switched to my clan mechs.
By using what I find to be "easy mode" clan mechs I was able to end matches my team lost with either a small increase in PSR or at least an equal rating.
My two mechs I used most often were.
Arctic Cheetah with ECM and 6 ER Sml Lasers
Ebon Jaguar with 2 UAC 10s and 6 ER Sml Lasers
For a couple of matches I used a Stormcrow with 3 SSRM6 racks and 6 ER Sml Lasers.(not my favorite build but one that excels in faction warfare scouting)
I also used a Jenner IIc (super oxide) 300XL max armor ferro and endo 4 SRM4 6 tons ammo and 2 jump jets.(a faster jump capable Oxide with more ammo at the cost of the quirks)
My findings are as follows.
Lacking in structure quirks is largely off set by the clan XL engine.It really didn't matter if I didn't have 12 or so extra structure on a side torso if my mech had the capacity to survive the loss of a side torso as well as being generally faster or better armed than an I.S. counterpart.
ER Small Lasers are incredible firepower for the tonnage easily keeping pace with an I.S. medium laser. and all this concern over shorter laser burn duration?The difference is literally one tenth of a second between the Medium laser and the Clan ER -Small.My most common opposition Inner Sphere mech would probably be the Blackknight BL6 KNT and that mech doesn't even have laser duration quirks but I will tell you what most of the comp builds do have. An I.S. suicide box XL engine and an optimal engagment range under 300m (Lrg pulse and med lasers builds)
I find many many clan pilots that argue that the clan tech is inferior severely under rate the clan XL engine. I can't even count the number of kills I have landed in an arctic cheetah with one of my side torsos blown off. Any inner sphere light mech build with even remotely comparable performance would have been destroyed after the side torso breach.