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#201 VorpalAnvil

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Posted 20 September 2016 - 08:15 PM

View PostSlyJJ, on 20 September 2016 - 07:38 PM, said:

The top loyalist pilots (as in top 15) one has the same K/D ratio as mine. Fewer rather than more have better than 2.0


You do realize that ranking in the leader board only reflects how much players are willing to grind, right? This has been a constant and valid criticism of leaderboards from the start. You can be the starchiest potato in the northern hemisphere and achieve a relatively high rank all while getting curb stomped on a regular basis. That guy holding the #1 spot, SkyRavenwood; he's a potatoes potato and anyone who plays CW at a competent level on a regular basis knows that. Rank is not a useful stat on the leaderboard for determining anything other than how much a player sees sunlight. It's the other stats that really count.

Edited by VorpalAnvil, 20 September 2016 - 09:16 PM.


#202 Vxheous

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Posted 20 September 2016 - 08:29 PM

View PostSlyJJ, on 20 September 2016 - 07:38 PM, said:

The top loyalist pilots (as in top 15) one has the same K/D ratio as mine. Fewer rather than more have better than 2.0


Most of the good players (if they even play FW) typically play as mercs, but let's look at your claim:

In the top 15 Loyalists, 2 have K/D in the 3s, 3 have K/D in the 2's, 10 have a K/D in the 1's, (ok, that's 2/3s have similar K/D to you, yours is .99). However, almost all of them have W/L above 2, and several with W/D above 3 (your FW W/L is .61)

In the top 15 Mercs, 3 have K/D in the 3s, 8 have K/D in the 2's, and 4 have K/D in the high 1's (lowest is a 1.73). The bulk of them also have high W/L with 2 at 14, 1 at 13, 1 at 11, 2 at 10, and so on (lowest W/L is a 1.5)

Looking at that, you can't really say your stats actually measure up to "good" players.

If you really want to see stats of the best players, go look up the stats for players that are on EmP, SJR, S-RS, Lords, those type of players, and you can really see the difference. (look at the Quick play leaderboards as the bulk of them do not really touch FW, also, I have only listed the top NA teams as I do not have much exposure to the other regions teams so I can't speak about their performance)

Edited by Vxheous Kerensky, 20 September 2016 - 08:34 PM.


#203 SlyJJ

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Posted 20 September 2016 - 08:43 PM

Those are the mercs that go clan.....

W/L is going to be determined by the team you drop with (or dont if you'e puggng it). I know of some units that forbid their members from pugging because it affects their stats, but whatever. I'll still game with a few pugs against a competive unit and I'll get my *** kicked.... but so too will everyone who's at the top of those leaderboards too....

In regards to the legitimacy of the leaderboard-well whatever I'll take your word for it. I dont claim to be particularly good, but neither am I bad. It is quite easy to get high kill count when your units are steamrolling pugs though

Anyways, IS need more tech.... not quirks, not clan nerf- more and better tech

Edited by SlyJJ, 20 September 2016 - 08:49 PM.


#204 Vxheous

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Posted 20 September 2016 - 08:48 PM

View PostSlyJJ, on 20 September 2016 - 08:43 PM, said:

Those are the mercs that go clan.....

W/L is going to be determined by the team you drop with (or dont if you'e puggng it). I know of some units that forbid their members from pugging because it affects their stats, but whatever. I'll still game with a few pugs against a competive unit and I'll get my *** kicked.... but so too will everyone who's at the top of those leaderboards too....


I drop either solo, or at most with a 5 man group nowadays (unit attrition) and my stats don't look like yours....

#205 SlyJJ

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Posted 20 September 2016 - 10:06 PM

Maybe you're better than I am? Maybe you're dropping with clan tech pretty often? Almost every drop I get in CW is against a very talented and established unit that just farms a little and gets more money. You cannot compare dropping as clan to droppin as IS. Nevermind the tech advantage, all of the elite units are clan.... because competitive playesr play to win... and clan tech helps them do just that...

#206 Col Jaime Wolf

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Posted 20 September 2016 - 10:21 PM

sigh, clan has....

hands down

- better gauss
- better Large Pulse laser
- better Medium laser (debatably, the heat per damage is pretty terribad)
- debatably better double heat sinks
- better XL engine
- generally more pod space and weight to play with
- generally higher speed in class
- better ECM and BAP
- can equip the TC
- more compact endo/ferro
- has omnis
- Kodiak

IS has better
- SRMs
- LRMS
- Large Lasers (ER's included)
- Quirks out the #$#$ on some mechs
- AC's of all kinds, IS AC's are simply better than clans no debate, pinpoint is king
- many more choices of tier 1 competitive mechs
- can make the best "specialized" CW decks because of their ability to fine tune every mech to the exact needs of a certain map
- Best light in the game (Oxide)

i could go on but they both have their pros and cons, learn to use them and you will do better.

Edited by Col Jaime Wolf, 21 September 2016 - 12:43 PM.


#207 Vxheous

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Posted 20 September 2016 - 10:23 PM

View PostSlyJJ, on 20 September 2016 - 10:06 PM, said:

Maybe you're better than I am? Maybe you're dropping with clan tech pretty often? Almost every drop I get in CW is against a very talented and established unit that just farms a little and gets more money. You cannot compare dropping as clan to droppin as IS. Nevermind the tech advantage, all of the elite units are clan.... because competitive playesr play to win... and clan tech helps them do just that...


Competitive players play in leagues, and then usually derp around in group play. The bulk of them avoid FW like the plague. This game is fairly easy to get decent at (and I don't mean amazing top of the pile good) It pretty much comes down to Good builds, smooth fps from your computer, proper mouse settings, and map awareness. Mouse settings is especially important because it lets you stay on target with lasers and lead properly with ballistics.

@ Col Jaime Wolf, your list is pretty accurate except that IS Large pulse laser is probably better than Clan large pulse (though they fill different roles). Clan Large pulse more matches up with IS large lasers while IS large pulse lasers don't really have an equal on the clan side (11 damage for .67sec burn duration is pretty OP, only downside is the 438m range and 7tons weight) It has a shorter burn duration than Clan small pulses and damage from IS large pulse is almost pinpoint because of the duration (it is really hard to twist away damage from the IS large pulse)

Edited by Vxheous Kerensky, 20 September 2016 - 10:29 PM.


#208 Col Jaime Wolf

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Posted 20 September 2016 - 10:31 PM

View PostVxheous Kerensky, on 20 September 2016 - 10:23 PM, said:

@ Col Jaime Wolf, your list is pretty accurate except that IS Large pulse laser is probably better than Clan large pulse (though they fill different roles). Clan Large pulse more matches up with IS large lasers while IS large pulse lasers don't really have an equal on the clan side (11 damage for .67sec burn duration is pretty OP, only downside is the 438m range and 7tons weight) It has a shorter burn duration than Clan small pulses and damage from IS large pulse is almost pinpoint because of the duration (it is really hard to twist away damage from the IS large pulse)


i would agree the Clan LPL and IS LPL are really not comparable to eachother, the IS LPL is far better in a brawl while the clan LPL is much better for range and damage per heat/ton.

but ya, basic point i was trying to make is that IS and clans both have plenty of options and i agree with the many many posters that have said that 90% of the battle happens in the mechlab,

Edited by Col Jaime Wolf, 20 September 2016 - 10:35 PM.


#209 VorpalAnvil

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Posted 20 September 2016 - 11:59 PM

View PostMischiefSC, on 20 September 2016 - 07:42 PM, said:


Night Gyr heavy.

ACH light.

HBK2C/Nova Medium

KDK assault.

Party like it's 2014?

Really man? The Gyr has literally not been out for 24 hours and the Cheetah inherited the best light mantle because it was the best light not to get the nerf hammer from our balance masters after the "rescale". Think things are going the Clans way at the moment? Wait a few more months till PGI starts hawking the IS answers to these "OP" clan mechs. I'll bet people just have to buy them. And so the cycle continues as you people keep giving PGI cash whilst they enjoy us squabbling amongst ourselves instead of putting our collective foot down. GGClose mechpacks...

Edited by VorpalAnvil, 21 September 2016 - 12:02 AM.


#210 DrxAbstract

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Posted 21 September 2016 - 12:26 AM

View PostVorpalAnvil, on 20 September 2016 - 01:57 PM, said:


The example you are giving could not be any poorer. You were being countermanded by people not as objectively good at the job as you. The people in this thread claiming clans are OP are objectively (based upon their own stats freely available to everyone here ) bad or mediocre at MWO and the people who repudiate their claims are objectively far better at the game ( based once again upon the same stat block ). But hooray for you! You found a tiny and not relevant example of the more experienced person being in the wrong. I've heard this called the "I know a tall Chinese guy" argument. It's a shame really that you are more interested in winning the argument than in being factually correct. Critical thinking OP.

Stats are not an accurate representation of knowledge. Your argument is tantamount to saying a racecar driver wins a lot, therefor he knows how to build racecars - You're making an assumption.

There's no factual correlation between playing well in MWO and in-depth knowledge and understanding of game mechanics. Just because you're good at going from Point A to Point B and shooting Target A, or being told to do so, does not automatically mean you have some kind of clairvoyant understanding of the game outside of the same rudimentary sensory and information interpretation as anyone else despite being marginally, or exceptionally, better at utilizing it than someone else.

In fact, the large majority of legitimately intelligent MWO forumites, the ones posting formulas, theories, potential solutions to potential issues, etc. Are, statistically speaking, terrible at the game compared to the 'pros'. If I recall correctly, the 'pros' were responsible for the initial Quirks fiasco because PGI consulted them for insight and suggestions concerning Mechs and 'Tiering', and PGI listened to them... Anyone playing at the time knows how that turned out.

Critical Thinking indeed.

#211 DovisKhan

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Posted 21 September 2016 - 12:48 AM

View PostCol Jaime Wolf, on 20 September 2016 - 10:21 PM, said:

sigh, clan has....

hands down

- better gauss
- better Large Pulse laser
- better Medium laser (debatably, the heat per damage is pretty terribad)
- debatably better double heat sinks
- better XL engine
- generally more pod space and weight to play with
- generally higher speed in class
- better ECM and BAP
- can equip the TC
- has omnis
- Kodiak

IS has better
- SRMs
- LRMS
- Large Lasers (ER's included)
- Quirks out the #$#$ on some mechs
- AC's of all kinds, IS AC's are simply better than clans no debate, pinpoint is king
- many more choices of tier 1 competitive mechs
- can make the best "specialized" CW decks because of their ability to fine tune every mech to the exact needs of a certain map
- Best light in the game (Oxide)

i could go on but they both have their pros and cons, learn to use them and you will do better.


While all that is pretty much right


Better LRMs?


Not by a long shot, sure they hit better, but that's one mere aspect, but the double weight means you won't be packing much else, while a Clan mech can pack your regular build and just sacrifice a bit of heat management and get an almost free LRM30 as a support weapon


For example a Clan SPL + LRM combo is perfect, there is no better brawling weapon than clan short pulses in terms of weight/heat/damage ratio and you have LRMs for long range poke/support




A fine example would be Catapult vs a Mad Dog


Cat will either go for quad LRM10 with no bacup in A variant or go for C1 and utilize better missile cooldown quirks and use ALRM15 + 4 ML

Both builds don't come even close to MDD with 5 small pulses and 4 LRM with cooldown reduction side torso


The MDD will have more ammo, better heat management, more long/short range and better position

Actually a 35 ton Jenner IIC has better LRM dps than a 65 ton Catapult, that's how much better Clan LRMs are simply because they weigh half and Clans have hardpoints to spare

Edited by DovisKhan, 21 September 2016 - 12:48 AM.


#212 ice trey

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Posted 21 September 2016 - 01:22 AM

Probably been said a thousand times before.

You notice how only the Jade Falcons are plowing through the inner sphere right now, and the rest of them are kind of barely moving? That's the "Rich get Richer" in play. The inner sphere has pretty balanced distribution, so it's pretty tough to get a good 12-man going. When on the offensive, you need to have all players being from the same faction. When you're on the defensive, you can take any players from any faction, so long as they're both on the same side of the IS/Clan fight, and put up a defence. Long story short, the Jade Falcons have all the clan players massed there, so they can easily go on the offensive and overwhelm any planet. The IS players - often pugs - are generally badly organized and try to run it like a quick play pug match, so they get stomped.

On the other hand, when an IS team DOES get together and goes on the offensive, the shoe is on the other foot, and playing against the hodgepodge of clan players usually means they're the disorganised ones. The only thing is, because the IS players are so spread between all the factions, it's a pretty rare occurrence save for when a big unit makes a concerted effort to push back. During CW1, the Smoke Jags had a lot of players, and they absolutely wrecked the Kurita line while pugs clogged up the cue, giving them easy wins all the time. For a while, it seemed that only the Night Stalkers were offering any resistance, but a bunch of other units started to be more active in House Kurita, which also brought a lot of solo loyalists (like myself) into the teamspeak, and while defence as an IS faction is pretty much a foregone loss thanks to pugs clogging the cue, Kurita was able to take one world at a time, taking back a lot of SJ space, as well as Davion worlds previously lost.

...but now, it seems like the biggest active population is in CJF - and their activity is probably further spurred by winning matches against disorganized pugs.

It's not the clantech that is winning matches for the clans, it's numbers and organisation.

Edited by ice trey, 21 September 2016 - 01:23 AM.


#213 SlyJJ

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Posted 21 September 2016 - 10:52 AM

Interesting points across the board, but Im going to continue with my hand...

I'll borrow from Jaimes post since many agreed on that, copy paste doesntwork, so bear with me:

How do you figure IS had better srms? An extra 0.9 damage per volley? Thats pretty negligible, especially considering that clan srms weigh half as much and only occupy a single crit. Not to mention streak options decimate lights quite easily.

Im also inclined to agree with Dovis Khan in regards to the lrms. Significantly less weight and crits makes a BIG difference.

Large Lasers in favor of IS? I see how you might think this, but they are not. Clans have better lasers in every way shape and form. Better range, better damage, fewer crits, lesser weight, and even lesser heat. You look at the heat value attached to the laser and assume its a disadvantage, but clan lasers do more damage. When you crunch the numbers, they do more damage per second and generate less heat per damage done. In all facets, clan lasers make IS lasers second rate. Combine that with much better cooling options and Clan annihilates IS with lasers. Not done yet, their lighter weight an fewer crit spots allows clanners to put more heat sinks, which themselves only occupy 2 crits, and the advantage is magnified extraordinarly more so. The only possible edge IS may have is comparison of Large pulse where its a .67 duration. Pinpoint isnt necessary when you overwhelm you opponents with damage.

On the topic of pinpoint, I hear people talk about twisting and rolling the damage. Funny I do that. So do most others. I get destroyed in CW because I get overwhelmed by so much firepower. Tell the 4 UAC10 kodiak that its at a disadvantage because its not pinpoint with its 80 point double tap at 550 meters.

Even comparing the rest of the autocannons, clan absolutely overwhelms IS in all aspects They weigh less, have greater range, and ALL have the UAC option!

So lets look at this as objectively as possible...

A clan mech can outfit with any number of loadouts, with plenty of extra tonnage and crits left over for auxillary weapons, equipment, and heatsinks. He moves faster than comparable IS mechs, boasts more firepower at a greater range, with better heat management, and a greater arsenal of weapons. These are factual statements....

Enter the IS pilot, who of course is the opposite of the above. But hes got pulse lasers and single shot AC's which are great because of "pinpoint." Problem is hes slow as hell and does half the damage that the clanner did at half a range. But hes got an ace in the hole! Quirks! Yes he has an extra 10 points of armor on his torsos and a 5% cooldown on his autocannon..... but this doesnt really matter because the extra damage the clanner weapons do quickly overwhelm any quirks that mech may have had, and they do so at a greater range, which the IS mech has an uphill battle to contend with because his mechs are godawful slow. And any armor quirks the IS mech had is destroyed in a fraction of a second because of overwhelming range, speed, manueverability, damage, weight, heat management, crit spots available...

We' comparing two boxers here- a heavyweight with a flyweight. You guys seem to think the flyweight has the advantage because hes got a pinpoint jab.... when the heavyweight just ignores that and runs him over....

Edited by SlyJJ, 21 September 2016 - 11:08 AM.


#214 Baulven

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Posted 21 September 2016 - 11:21 AM

View Postice trey, on 21 September 2016 - 01:22 AM, said:

Probably been said a thousand times before.

You notice how only the Jade Falcons are plowing through the inner sphere right now, and the rest of them are kind of barely moving? That's the "Rich get Richer" in play. The inner sphere has pretty balanced distribution, so it's pretty tough to get a good 12-man going. When on the offensive, you need to have all players being from the same faction. When you're on the defensive, you can take any players from any faction, so long as they're both on the same side of the IS/Clan fight, and put up a defence. Long story short, the Jade Falcons have all the clan players massed there, so they can easily go on the offensive and overwhelm any planet. The IS players - often pugs - are generally badly organized and try to run it like a quick play pug match, so they get stomped.

On the other hand, when an IS team DOES get together and goes on the offensive, the shoe is on the other foot, and playing against the hodgepodge of clan players usually means they're the disorganised ones. The only thing is, because the IS players are so spread between all the factions, it's a pretty rare occurrence save for when a big unit makes a concerted effort to push back. During CW1, the Smoke Jags had a lot of players, and they absolutely wrecked the Kurita line while pugs clogged up the cue, giving them easy wins all the time. For a while, it seemed that only the Night Stalkers were offering any resistance, but a bunch of other units started to be more active in House Kurita, which also brought a lot of solo loyalists (like myself) into the teamspeak, and while defence as an IS faction is pretty much a foregone loss thanks to pugs clogging the cue, Kurita was able to take one world at a time, taking back a lot of SJ space, as well as Davion worlds previously lost.

...but now, it seems like the biggest active population is in CJF - and their activity is probably further spurred by winning matches against disorganized pugs.

It's not the clantech that is winning matches for the clans, it's numbers and organisation.


The reason jade falcon tore across the map was due to the great merc exodus that happened after the rescale. Prior to that they were making head way with KCOM slugging their way uphill but that literally took months of KCOM training falcon units and pugs alike to work better at FP.

#215 Baulven

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Posted 21 September 2016 - 11:25 AM

View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

Interesting points across the board, but Im going to continue with my hand...

I'll borrow from Jaimes post since many agreed on that, copy paste doesntwork, so bear with me:

How do you figure IS had better srms? An extra 0.9 damage per volley? Thats pretty negligible, especially considering that clan srms weigh half as much and only occupy a single crit. Not to mention streak options decimate lights quite easily.

Im also inclined to agree with Dovis Khan in regards to the lrms. Significantly less weight and crits makes a BIG difference.

Large Lasers in favor of IS? I see how you might think this, but they are not. Clans have better lasers in every way shape and form. Better range, better damage, fewer crits, lesser weight, and even lesser heat. You look at the heat value attached to the laser and assume its a disadvantage, but clan lasers do more damage. When you crunch the numbers, they do more damage per second and generate less heat per damage done. In all facets, clan lasers make IS lasers second rate. Combine that with much better cooling options and Clan annihilates IS with lasers. Not done yet, their lighter weight an fewer crit spots allows clanners to put more heat sinks, which themselves only occupy 2 crits, and the advantage is magnified extraordinarly more so. The only possible edge IS may have is comparison of Large pulse where its a .67 duration. Pinpoint isnt necessary when you overwhelm you opponents with damage.

On the topic of pinpoint, I hear people talk about twisting and rolling the damage. Funny I do that. So do most others. I get destroyed in CW because I get overwhelmed by so much firepower. Tell the 4 UAC10 kodiak that its at a disadvantage because its not pinpoint with its 80 point double tap at 550 meters.

Even comparing the rest of the autocannons, clan absolutely overwhelms IS in all aspects They weigh less, have greater range, and ALL have the UAC option!

So lets look at this as objectively as possible...

A clan mech can outfit with any number of loadouts, with plenty of extra tonnage and crits left over for auxillary weapons, equipment, and heatsinks. He moves faster than comparable IS mechs, boasts more firepower at a greater range, with better heat management, and a greater arsenal of weapons. These are factual statements....

Enter the IS pilot, who of course is the opposite of the above. But hes got pulse lasers and single shot AC's which are great because of "pinpoint." Problem is hes slow as hell and does half the damage that the clanner did at half a range. But hes got an ace in the hole! Quirks! Yes he has an extra 10 points of armor on his torsos and a 5% cooldown on his autocannon..... but this doesnt really matter because the extra damage the clanner weapons do quickly overwhelm any quirks that mech may have had, and they do so at a greater range, which the IS mech has an uphill battle to contend with because his mechs are godawful slow. And any armor quirks the IS mech had is destroyed in a fraction of a second because of overwhelming range, speed, manueverability, damage, weight, heat management, crit spots available...

We' comparing two boxers here- a heavyweight with a flyweight. You guys seem to think the flyweight has the advantage because hes got a pinpoint jab.... when the heavyweight just ignores that and runs him over....


I have a question since you dismiss everyone's opinions, even those that have played for long periods of time, why is it that we don't see QP as exclusively clan if they have such an overwhelming advantage. Most people pilot mechs they can get good results out of, with a few people making their favorites work.

Under your presumed results and findings each game should be 90% clan since they have such a major "advantage" in your statements.

#216 Snuggles Time

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Posted 21 September 2016 - 12:06 PM

Shameless self plug


#217 Vxheous

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Posted 21 September 2016 - 12:27 PM

View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

Interesting points across the board, but Im going to continue with my hand...

I'll borrow from Jaimes post since many agreed on that, copy paste doesntwork, so bear with me:

How do you figure IS had better srms? An extra 0.9 damage per volley? Thats pretty negligible, especially considering that clan srms weigh half as much and only occupy a single crit. Not to mention streak options decimate lights quite easily.

Im also inclined to agree with Dovis Khan in regards to the lrms. Significantly less weight and crits makes a BIG difference.

Large Lasers in favor of IS? I see how you might think this, but they are not. Clans have better lasers in every way shape and form. Better range, better damage, fewer crits, lesser weight, and even lesser heat. You look at the heat value attached to the laser and assume its a disadvantage, but clan lasers do more damage. When you crunch the numbers, they do more damage per second and generate less heat per damage done. In all facets, clan lasers make IS lasers second rate. Combine that with much better cooling options and Clan annihilates IS with lasers. Not done yet, their lighter weight an fewer crit spots allows clanners to put more heat sinks, which themselves only occupy 2 crits, and the advantage is magnified extraordinarly more so. The only possible edge IS may have is comparison of Large pulse where its a .67 duration. Pinpoint isnt necessary when you overwhelm you opponents with damage.

On the topic of pinpoint, I hear people talk about twisting and rolling the damage. Funny I do that. So do most others. I get destroyed in CW because I get overwhelmed by so much firepower. Tell the 4 UAC10 kodiak that its at a disadvantage because its not pinpoint with its 80 point double tap at 550 meters.

Even comparing the rest of the autocannons, clan absolutely overwhelms IS in all aspects They weigh less, have greater range, and ALL have the UAC option!

So lets look at this as objectively as possible...

A clan mech can outfit with any number of loadouts, with plenty of extra tonnage and crits left over for auxillary weapons, equipment, and heatsinks. He moves faster than comparable IS mechs, boasts more firepower at a greater range, with better heat management, and a greater arsenal of weapons. These are factual statements....

Enter the IS pilot, who of course is the opposite of the above. But hes got pulse lasers and single shot AC's which are great because of "pinpoint." Problem is hes slow as hell and does half the damage that the clanner did at half a range. But hes got an ace in the hole! Quirks! Yes he has an extra 10 points of armor on his torsos and a 5% cooldown on his autocannon..... but this doesnt really matter because the extra damage the clanner weapons do quickly overwhelm any quirks that mech may have had, and they do so at a greater range, which the IS mech has an uphill battle to contend with because his mechs are godawful slow. And any armor quirks the IS mech had is destroyed in a fraction of a second because of overwhelming range, speed, manueverability, damage, weight, heat management, crit spots available...

We' comparing two boxers here- a heavyweight with a flyweight. You guys seem to think the flyweight has the advantage because hes got a pinpoint jab.... when the heavyweight just ignores that and runs him over....


Please to look at Gman's list of top mechs at various ranges. He hasn't updated this list in 2 months (you can slot the Night Gyr in the same areas as the Kodiak 3/long-mid range timbers), but it's a good start for you to understand how IS mechs aren't as underpowered as you think (you seem to think flyweight vs heavyweight when it's far from the truth). http://metamechs.com...ists/comp-list/

Clan range is pretty meaningless in FW on all but Boreal and sometimes Hellbore. 95% of fights in CW happen in the 300-500m range where clan range doesn't matter at all.

Edited by Vxheous Kerensky, 21 September 2016 - 12:29 PM.


#218 FuzzyNova

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Posted 21 September 2016 - 12:46 PM

That's the fun of It. IS Vs Clan. Or all in between. Yes I tend to lean towards certain clan mechs but I also love trying out new IS mechs. It's so much fun tinkering and building load outs and learning new tactics and strategies and getting into all the Lore of Battle tech. I get alot of Smack talk from my buddy's for being an Ebon Jag pilot. Screw em I'll take on two Kodiak's. Then I'll die

#219 Col Jaime Wolf

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Posted 21 September 2016 - 01:39 PM

note i am shortening some of this to take up less space

View PostDovisKhan, on 21 September 2016 - 12:48 AM, said:

Better LRMs?
Not by a long shot, sure they hit better, but that's one mere aspect, but the double weight means you won't be packing much else, while a Clan mech can pack your regular build and just sacrifice a bit of heat management and get an almost free LRM30 as a support weapon
For example a Clan SPL + LRM combo is perfect, there is no better brawling weapon than clan short pulses in terms of weight/heat/damage ratio and you have LRMs for long range poke/support
A fine example would be Catapult vs a Mad Dog
Cat will either go for quad LRM10 with no bacup in A variant or go for C1 and utilize better missile cooldown quirks and use ALRM15 + 4 ML
Both builds don't come even close to MDD with 5 small pulses and 4 LRM with cooldown reduction side torso
The MDD will have more ammo, better heat management, more long/short range and better position
Actually a 35 ton Jenner IIC has better LRM dps than a 65 ton Catapult, that's how much better Clan LRMs are simply because they weigh half and Clans have hardpoints to spare


- clan lrms get absolutely destroyed by even 1 ams, 2-3 ams nullifies essentially all clan lrms no matter how many you have or how large the launchers.

- clan lrms stream, which means if your near cover of any kind only the first few even get to hit with 90% of the salvo being wasted entirely especially if your running radar dep, which can have an absolute 0% effect against an IS salvo that lands all at once. this is the primary reason good pilots say clan lrms are damn near useless.

- very very few clan mechs get missile velocity quirks which is the one that counts the most for lrms, IS LRM mechs often have very nice 10-25% missle velocity quirks which directly buffs IS lrms

- clan lrms have a shallower arc and are more easily mitigated by cover while IS lrms tend to fly higher then come in at a sharper angle making cover less effective.

- it is universally held in higher realms of play that IS lrms are the superior choice because of these factors, clan lrms are better for "spamming" a target with a constant stream but in the end are far less effective against a prepared pilot and downright useless in competitive play.

- clan lrms only really get faster LOS lockon from artemis while IS lrms get that and tighter grouping.

- again other then their weight and size IS lrms are better then clan LRMS in every way

View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

How do you figure IS had better srms? An extra 0.9 damage per volley? Thats pretty negligible, especially considering that clan srms weigh half as much and only occupy a single crit. Not to mention streak options decimate lights quite easily.


- IS SRMS get much tighter grouping to the point that clan SRMS with Art still are only barely on par with IS SRMS with no Art, also IS srms do more damage per launcher. IE IS SRMS let you land that greater damage where you want it, clan SRMS are very "splatty" making it hard to get the damage where you want it if your not literally hugging the enemy mech.

View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

Large Lasers in favor of IS? I see how you might think this, but they are not. Clans have better lasers in every way shape and form. Better range, better damage, fewer crits, lesser weight, and even lesser heat. You look at the heat value attached to the laser and assume its a disadvantage, but clan lasers do more damage. When you crunch the numbers, they do more damage per second and generate less heat per damage done. In all facets, clan lasers make IS lasers second rate. Combine that with much better cooling options and Clan annihilates IS with lasers. Not done yet, their lighter weight an fewer crit spots allows clanners to put more heat sinks, which themselves only occupy 2 crits, and the advantage is magnified extraordinarly more so. The only possible edge IS may have is comparison of Large pulse where its a .67 duration. Pinpoint isnt necessary when you overwhelm you opponents with damage.


- most of the points you made are just plain wrong, IS lasers do more damage per tick, have shorter duration, better heat/damage, the clan ERML wins only the damage/ton benchmark in every other way it is inferior to the IS LL and ML. the only things IS lasers that are worse (on paper) are the weight/size/range but literally everything else about them is superior to clan lasers.

- any IS mech with -10%+ energy duration quirks are freaking insane being able to deal their whole burn to the enemies CT in the time it takes a clan mech to get half of his laser burn off (who has to face tank the IS mechs lasers to the dome to get his whole burn off). straight up they are better for trading. all that extra damage and range is pointless if you cant even keep the beam on target before hes done and gone or twisting away those clan long burns.

- again most IS mechs are quirked out the #$# for weapons and when you take quirks into account it leans very heavily in favor of the IS at 300-450m. especially once you factor in the 3 large laser IS ghost heat limit vs 2 for clans. my very best "poke" mechs are a battlemaster with 6LL XL375 76.8 kph assault with wicked high mounts, a warhammer with 5LL and another warhammer with 4 ERLL and duration quirks (able to out poke clan ERLL and LPL easily becuase of burn time) the clans litterally have no counter to proper IS laser vomit.

View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

On the topic of pinpoint, I hear people talk about twisting and rolling the damage. Funny I do that. So do most others. I get destroyed in CW because I get overwhelmed by so much firepower. Tell the 4 UAC10 kodiak that its at a disadvantage because its not pinpoint with its 80 point double tap at 550 meters.
Even comparing the rest of the autocannons, clan absolutely overwhelms IS in all aspects They weigh less, have greater range, and ALL have the UAC option!


- the kodiak is an outlier because of the sheer amount of autocannons it can equip in high mounts and it wins by bludgeoning the enemy to death not by "cleanly" coring out enemies which is by far the preferred method of competitive teams.

- the quad ultra 5 mauler will generally destroy a kodiak in a head on shoot out, while any evasive maneuvers by the mauler will force a spread of all that damage.

- nothing comes close to the IS AC20 and ultra 5/ac5's in terms of useful damage on target. if you disagree my maulers and black widow would love to prove you wrong in a shoot-out.


View PostSlyJJ, on 21 September 2016 - 10:52 AM, said:

So lets look at this as objectively as possible...
A clan mech can outfit with any number of loadouts, with plenty of extra tonnage and crits left over for auxillary weapons, equipment, and heatsinks. He moves faster than comparable IS mechs, boasts more firepower at a greater range, with better heat management, and a greater arsenal of weapons. These are factual statements....
Enter the IS pilot, who of course is the opposite of the above. But hes got pulse lasers and single shot AC's which are great because of "pinpoint." Problem is hes slow as hell and does half the damage that the clanner did at half a range. But hes got an ace in the hole! Quirks! Yes he has an extra 10 points of armor on his torsos and a 5% cooldown on his autocannon..... but this doesnt really matter because the extra damage the clanner weapons do quickly overwhelm any quirks that mech may have had, and they do so at a greater range, which the IS mech has an uphill battle to contend with because his mechs are godawful slow. And any armor quirks the IS mech had is destroyed in a fraction of a second because of overwhelming range, speed, manueverability, damage, weight, heat management, crit spots available...
We' comparing two boxers here- a heavyweight with a flyweight. You guys seem to think the flyweight has the advantage because hes got a pinpoint jab.... when the heavyweight just ignores that and runs him over....


- clan weapons are universally hotter requiring more heat sinks overall and mitigating alot of those weight and space savings. case in point a quad LPL highlander or kodiak is often done best with NO endo or ferro simply because you need those crits for more DHS

- clan LRMS/SRMS/AC's require a #$#$ ton more ammo then IS counterparts because so much damage is spread out, again mitigating alot of those space/weight savings IE i need at least 4-5+ tons of ultra 20 ammo per gun compared to the 3 tons per gun average that most IS ac's need. right away that 1 ton 1 slot advantage is lost.

- at the end of the day because of quirks and other factors IS actually has BETTER WEAPONS, the only real advantage clans have is well.... omnimechs, gauss and better overall speed.

- IS mechs are quirked like crazy for offense and defense, tankier with a std then any clan mech, and pound for pound have better engines overall since most IS mechs have at least a 25%+ turn, accel, decel rate. which means even tho a clan mech may be faster he has to out engine IS mechs by a significant margin to make up that agility gap.

- really its all about that mechlab and knowing the strengths/weaknesses of all the hardware. clans do have some clear cut wins like i said but at the same time the IS has by far the most "best mechs in class".

- case in point, i can bring stalkers, atlas's, cyclops, battlemasters, maulers and banshees to CW and all of them are worth the weight in my drop deck. my clan deck? there is exactly 1 clan assault worth taking and its the kodiak.

Edited by Col Jaime Wolf, 21 September 2016 - 03:12 PM.


#220 C E Dwyer

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Posted 21 September 2016 - 02:12 PM

This thread is still going o.O

Damn !





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