Rerednaw, on 17 August 2016 - 05:40 PM, said:
Hi folks!
So when I last played regularly, the Clans were a far off myth. So...coming back in now...just about everything has changed.
I'm still running IS...in the old days (TT) that meant we were pretty outmatched when it came up against Clanner tech. I mean you could win out with superior skill, tactics, and strategy...well logistics too but that 3rd part isn't in this game

How's the old IS fare against Clan?
P.S. My first BT/MW on a computer was the Crescent Hawk Inception. Old time TT player (well wannabe not too many TT in my area). Still have my boxed BTech game. Loved (and miss terribly) MW2 Mercs as well as both MCmdr.
Welcome back.
For your TT needs, I suggest Megamek. I've recently started using the unofficial but highly supported digital tabletop to participate in online campaigns battling for planets. I was pretty intimidated by the number of players I found there.
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For MWO, the Clans have two global advantages and one advantage that only ties to specific mechs.
The global advantages are: Range and per-shot laser damage potential. You might notice I'm not bothering with "UAC everything" because the IS quirks and FLD blow that so far out of the water the Clans may as well be using water guns. Also not bothering with weight differences or slots, because lets face it other quirks have made those completely meaningless in the long run.
So. Again the first real advantage is Clans outclass the Inner Sphere in range. Offsetting this is higher "Face time" being required to use said weapons, meaning they expose themselves more. Originally it was so much that Clans were encouraged to relentlessly charge into combat Zellbriggen style while the IS popped-and-squatted with cover but ....quirks. We'll get back to that.
The other advantage is per shot laser damage. It is higher, but again higher face time and focus time is required to make full use of this. There's also harsher 'ghost heat' penalties and stricter combination restrictions. Not that Ghost Heat does much, but it hurts the Clans more.
Ultimately both of those don't matter once an IS 'Mech gets close enough. Once the IS gets into a good medium range, the Clans are basically screwed. IS SRM damage is higher, ballistic weapons are FLD, the laser weapons have shorter beam times before quirks and after quirks they are so short it verges on really unfair (if not for the Clan range advantage). Then, to top it all off, the IS firing rate (or "Cooldown") quirks are quite obscene, so the firing rate of an IS AC/20 can mathematically rival or in the hands of certain mechs, blatantly outclass a UAC/20's "double tap" in damage output -- and that's even if the UAC/20 couldn't jam but it does!
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The other advantage the Clans have are in the non-humanoid 'Mechs. Their hitboxes are extremely forward focused, and players can get away with 2 armor on the rear and "seem" nearly invincible because between this, torso twist and speed of certain 'Mechs (Stormcrow, Timber Wolf, Ebon Jager), it is nearly impossible to hit those rear torsos if the pilot is at least 'average'.
Against these enemies just shoot their legs and that advantage is lost.
Side note: Some IS mechs have similar hitbox traits, the Marauder, Stalker (if not for poor torso twist and turning speed), Crab and the new Catapult being chief among them.
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What is the advantages/disadvantages of faction play? '
Oh my favorite mechs are still the lights...are they pretty much cardboard targets? LOL.
To be frank, a somewhat more fun and challenging experience with limited respawn in the big battles (you get 4 mechs to use) and a mission that kinda-sorta matters. On the little battles (scout missions) it is 4 vs 4, up to 55 tons only, and you gotta run around 'collecting' pillars of "data" randomly thrown about -- regardless of which side you're on -- and whoever gets the most 'wins'.. Of course the "Attackers" have to make it to a dropship and the "Defenders" have to kill you before you get there.
Beyond a somewhat cooler experience in terms of gameplay, the big thing is that winning battles get loyalty or merc points which help you free stuff like patterns, income and mechbays. Most do it for the mechbays.
Disadvantages is as a solo player, faction play is a nightmare of players that are either a gaggle of solo players doing their own thing, or a plethora of organized players running the latest meta and popping off kills faster than you can even tell you've been spotted if you even dare to leave cover -- interestingly I only have this nightmarish experience on IS/Clan borders and the Northern IS/IS borders. Down south in Liao/Marik/Davion territory I find there to be a lot of fun matches -- but finding a good time to find players for it is the tricky part since I work a lot.
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The lights can be made of cardboard. Then again I've lasted entire matches as a Locust carrying an AC/5 with a speed of less than 81 kph, spent all my ammo and still get spotter bonuses. It really depends on what you do.
Edited by Koniving, 18 August 2016 - 04:50 AM.