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Clan Mechs Are A Joke


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#21 justcallme A S H

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Posted 02 June 2016 - 02:53 PM

lol melted away by two alpha's before you finished one.

What a load of rubbish.

A TBR alpha has a high damage number than a BLKNT. Burn time on IS is a little faster but by no means can you fire "twice" as IS before Clan fires once.

Learn builds and learn where to target, you can XL check a BLKNT in two TBR alpha's easily (plenty are) and that's a dead mech. If not half his weapons are down... Two alpha's to a TBR from a BLKNT won't kill it, so you're only comparatively maimed (this assumes neither player twists, T5 style).

I honestly see no balance issue one side or the other. I'm clan this week and I'm still out putting avg of 1500dmg+ in FP same as I do as IS. You just need to play them differently and understand those differences.

Edited by R31Nismoid, 02 June 2016 - 03:32 PM.


#22 Skaav

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Posted 02 June 2016 - 03:04 PM

View PostKotev, on 02 June 2016 - 02:30 PM, said:

These are the reason most of the skiled players went is long time ago.


In any high level competitive Match, you will always find a mix of IS and Clan, because both have strengths and weaknesses.

i.E. Brawly Mediums are clearly IS territory (GRF, SHD) whereas the HBK IIC A is the meanest energy boat you can find in the medium categoy, due to its Hardpoints and AMAZING tonnage.
(unless you wanna go 12 spl scr,which in my opinion the best medium for scouting)

The thing is just, a fkin BLK will do better against a TBR at med range, but the TBR can do better at EVERY OTHER DISTANCE.(loadout dependant obviously)
IS Mechs are specialized, which is their biggest strength and weakness at the same time, since the Specialist will win on his turf, but lose on every other turf.
The problem in CW isnt Mechbalance, its Map design which on pretty much all maps but boreal HEAVILY favors medium range. You can still do well with clans on med range though, they just require a very different, less aggressive and more heat efficient/aware playstyle.

tldr:
L2P

Edited by Skaav, 02 June 2016 - 03:21 PM.


#23 Appogee

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Posted 02 June 2016 - 03:53 PM

.

Edited by Appogee, 02 June 2016 - 04:02 PM.


#24 VitriolicViolet

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Posted 02 June 2016 - 04:15 PM

Ive mainly played IS the whole time until recently when i got Kit foxes and the IICs.

I think the balance is quite good honestly i've played the crap out of the IS highlander and the II-c is just a slower squishier version with massive firepower. I tend to get similar damage in game between them i think the firepower tends to balance its lack of durability, the same with the Onion IIC, but they could use at least the same movement quirks as their IS counterparts. I mean the Highlander IIC is slow to accelerate and turns like a boat.

I think balance is pretty good across the few clan mechs ive played though thats only anecdotal evidence. I'm going to get the Summoner next.

But as others have said IS is good at brawling and clan at range.

Edited by Violet Vitriol Price, 02 June 2016 - 04:18 PM.


#25 ChaoticUrlond

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Posted 02 June 2016 - 04:21 PM

View PostViolet Vitriol Price, on 02 June 2016 - 04:15 PM, said:

I think balance is pretty good across the few clan mechs ive played though thats only anecdotal evidence. I'm going to get the Summoner next.


Summoners not bad, its easily cored out due to a massive CT and it pokes out a bit. With no Endo its hard to fill up pod space.

#26 bigbangattack

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Posted 02 June 2016 - 04:54 PM

View PostChaoticUrlond, on 02 June 2016 - 09:20 AM, said:

Lets give good reasons why Clan Mechs are a joke and most Clan Factions are a Joke as well!

Clan Factions are also a joke cause "Teamwork is non existent."
"

Because most of good unit all in IS and only Jade Falcon in Clan, there must be a quota for joining faction. Some change for PGI like we must pay with expensive c-bill if you want change your faction with high population.

#27 Czarr

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Posted 02 June 2016 - 10:30 PM

what people don't realize is that both clan and IS mechs have different strategies when it comes to fighting in groups. As of now my merc unit is not doing very well in clans cause we have always used IS mechs and we are still using IS strategy. With clan mechs you have to use your range to your advantage, with IS mechs you have to push toward the enemy. So Clan is long range, IS is short range. Clan mechs suck at brawling they overheat like crazy, maybe that's why people hate clan mechs cause pushing seems to be the best tactic right now. But range can be important Xfactor in maps like Boreal and Emerald. So the trick with winning with clans is to form a really good firing line and focus fire, do that everytime and the IS enemies stand no chance. I don't support the argument that clan mechs are weaker.

Edited by Czarr, 02 June 2016 - 10:37 PM.


#28 MischiefSC

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Posted 02 June 2016 - 10:37 PM

View PostCzarr, on 02 June 2016 - 10:30 PM, said:

what people don't realize is that both clan and IS mechs have different strategy. As of now my merc unit is not doing very well in clans cause we have always used IS mechs and we are still using IS strategy. With clan mechs you have to use your range to your advantage, with IS mechs you have to push toward the enemy. Clan mechs suck at brawling they overheat like crazy, maybe that's why people hate clan mechs cause pushing seems to be the best tactic right now. But range can be your advantage if your in maps like Boreal and Emerald. So the trick with winning with clans is to form a really good firing line. I don't support the argument that clan mechs are weaker, cause if that is so then why are some of the best units and best players all clanners?


Clans can push very, very well. You just need a lot of synergy. Whole team in EBJ/TBR/HBR for speed synergy, 2xUAC10, 2 or 3 CERML. A few in 4xSRM6A + 4xSPL and some 2LPL, 5-6 SPL EBJs and you'll just face-roll everything. Hit them at a sprint, push clean through their line and core the ones who turn around from the back. You'll wipe all 12 before you heatcap most the time and if you do get hot push past into cover then come back through.

If you play to range make it ~450m. LPLs are still dangerous but most IS weapons start to fade at that point and all the ML/SRM/AC20 loadouts are worthless against you. Close to 500-400, trade a few times to get an edge and then push as above.

Go play with KCom, AWOL, MS, they're all happy to drop with pugs and you'll see them do exactly what wins.

Take good builds, play to your team and play to the advantages of your mechs and you'll win. Same on either side. Just means not being a derp and as such seems to be a problem for some people.

#29 Czarr

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Posted 02 June 2016 - 10:46 PM

View PostMischiefSC, on 02 June 2016 - 10:37 PM, said:


Clans can push very, very well. You just need a lot of synergy. Whole team in EBJ/TBR/HBR for speed synergy, 2xUAC10, 2 or 3 CERML. A few in 4xSRM6A + 4xSPL and some 2LPL, 5-6 SPL EBJs and you'll just face-roll everything. Hit them at a sprint, push clean through their line and core the ones who turn around from the back. You'll wipe all 12 before you heatcap most the time and if you do get hot push past into cover then come back through.

If you play to range make it ~450m. LPLs are still dangerous but most IS weapons start to fade at that point and all the ML/SRM/AC20 loadouts are worthless against you. Close to 500-400, trade a few times to get an edge and then push as above.

Go play with KCom, AWOL, MS, they're all happy to drop with pugs and you'll see them do exactly what wins.

Take good builds, play to your team and play to the advantages of your mechs and you'll win. Same on either side. Just means not being a derp and as such seems to be a problem for some people.


true I like splat timberwolves too for pushing especially if their are a lot of lights and meds on the other team. But yea just play to your mech's strengths and you can win in whatever mechs you use

#30 Leone

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Posted 02 June 2016 - 10:49 PM

@OP, I Respectfully Disagree.

~Leone

#31 Der Hesse

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Posted 02 June 2016 - 11:13 PM

Clan Wolf howling again?

#32 Cyrilis

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Posted 02 June 2016 - 11:22 PM

View PostChaoticUrlond, on 02 June 2016 - 09:20 AM, said:


I'll start Clan Mechs are a joke cause we dont have the agility to counter the IS Mechs. An IS Mech can easily be forgiven for going to the wrong place or firing to early due to their quirks. Clans not so much so if we screw up we're dead.




Superior can-born clanwarriors are not supposed to make such surrat mistakes...

#33 Curccu

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Posted 02 June 2016 - 11:31 PM

View PostAppogee, on 02 June 2016 - 09:34 AM, said:

Maybe Clan Mechs are only a "joke" in Faction Play...?

Well this QQ thread is under Faction Play subforums so I think he is talking about Faction Play.

View PostAppogee, on 02 June 2016 - 09:34 AM, said:

Uh oh, 5 of the top 10 Merc pilots on the Faction Play leaderboard happen to mostly pilot Clan Mechs, too.

And Leaderboard is mostly about who playes most, ofc skill helps but still...

#34 Kotev

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Posted 03 June 2016 - 12:42 AM

If IS and Clan mechs are equal then why IS has more population and more skilled players. Why clan smoke jag, ghost bear and soon wolf are left with one planet? I have allready answered this in my previus post.

#35 Appogee

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Posted 03 June 2016 - 12:56 AM

View PostKotev, on 03 June 2016 - 12:42 AM, said:

If IS and Clan mechs are equal then why IS has more population
Because IS Mechs are much cheaper to acquire.

View PostKotev, on 03 June 2016 - 12:42 AM, said:

(why does IS have) more skilled players.
IS doesn't. IS has more clueless PUGs because they buy cheap IS Mechs first.

Having played both Clan and IS, I feel Clan in general has slightly more skilled players, at least among those who are loyal to either Clan or IS. A possible explanation is that because Clan Mechs are more expensive to acquire, and require more thoughtful engagement to get the best out of, Clan pilots tend to be generally more experienced than the great wash and spread of IS.


View PostKotev, on 03 June 2016 - 12:42 AM, said:

Why clan smoke jag, ghost bear and soon wolf are left with one planet? I have allready answered this in my previus post.
Because the FP game mode design is such that it can be dominated by large merc units, who farm their way to terra as Clans, then farm their way back as IS, and so on.

Now consider:

Why did Clan win both Tukayyid events, easily?
Why are my 5 best performing Mechs all Clan Mechs?
Why is there an even spread of Clan and IS pilots at the top of every event leaderboard, and the merc FP leaderboards?

Answer: because Clan chassis are roughly equivalent in capability with some quirked IS variants, and good pilots play them to their strengths to achieve good results.





So how about everyone stops blaming their Mechs and starts thinking about how to pilot their Mechs effectively, regardless of which side they are on.

#36 McHoshi

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Posted 03 June 2016 - 01:12 AM

View PostAppogee, on 02 June 2016 - 09:34 AM, said:

Stats are only collected for Quick Play.

Maybe Clan Mechs are only a "joke" in Faction Play...?

Posted Image

Uh oh, 5 of the top 10 Merc pilots on the Faction Play leaderboard happen to mostly pilot Clan Mechs, too.



... but they did not so because clan tech is better but because it is more challening to drive those mechs. Put them in IS Tech and they will even get better results ;)

#37 Kotev

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Posted 03 June 2016 - 01:19 AM

Appogee i see you are IS mate, if you come to clan as loyalist i will agree to all that you said and salute you.

#38 Appogee

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Posted 03 June 2016 - 01:47 AM

View PostKotev, on 03 June 2016 - 01:19 AM, said:

Appogee i see you are IS mate, if you come to clan as loyalist i will agree to all that you said and salute you.

I'm IS this week. I own and have levelled almost all Clan and IS Mechs. I've played FP on both sides.

Edited by Appogee, 03 June 2016 - 01:51 AM.


#39 Brethren

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Posted 03 June 2016 - 02:39 AM

View PostSkaav, on 02 June 2016 - 03:04 PM, said:

The problem in CW isnt Mechbalance, its Map design which on pretty much all maps but boreal HEAVILY favors medium range. You can still do well with clans on med range though, they just require a very different, less aggressive and more heat efficient/aware playstyle.

I've also identified this as the root of the "problem".

I feel that Clan and IS Mechs are fairly balanced (as far that is possible with that many mechs), because each have their own sets of strengths and weaknesses.

To put it simple...
Short range: Clan = IS
Medium range: Clan < IS
Long range: Clan > IS

Sadly in FW there's hardly any map that lets you fight at long distances, aside from Boreal Vault. When you attack the IS pilots hardly do you the favor of a long range engagement (they're not stupid) and when you defend you fight basically with your back against the wall and nowhere to fall back to to keep the IS team at distance.
So most of the time it is wiser to go all brawl instead and throwing that "range advantage" out the proverbial window.
Also the inevitable presence of choke points doesn't exactly support the faster movement of clan mechs either.

View PostAppogee, on 03 June 2016 - 12:56 AM, said:

Why did Clan win both Tukayyid events, easily?


You kind of answered that yourself. Right before the start of the last Tukayyid event more than one big unit switched sides, because fewer clan players and much more IS pugs ensured a high unit ranking in the events.

I don't blame Units for switching sides if it suits them better, but because of this Tukayyid and the FW map are hardly an indicator for balancing matters.

Edited by Brethren, 03 June 2016 - 02:47 AM.


#40 AncillaLupus

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Posted 03 June 2016 - 03:08 AM

i wouldn´t agree that Clan = IS when it comes to brawling. I see an advantage for IS here.

Fact is, that clan HAS TO BE played differently than IS. True.
In nearly every random FW game i try to tell ppl: "Do not charge IS lances. You are clan. Use mobility, fight from distance..." but ppl won´t listen, rush into, get f.... up and wonder themself why.

But under the line ... clan mechs are not clan mechs that hey have used to be before.
That´s sad but true.





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