SlyJJ, on 18 September 2016 - 09:58 AM, said:
Its dreadfully annoying to try to rough it out playing CW as IS so much. I really want to like CW, it gives purpose a little more so than simple QP, and whatever....
It's doable. Learn the meta.
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Problem is that clan tech is so overwhelming. So yeah this is another "Clan is OP" post, but I dont want to nerf clan I just want more options for IS.
Well, good luck with that. Adding new "tech" is Lostech for PGI (until it's truly needed for a mechpack).
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Lets face it, the clans field the best mechs possible in all weight classes, with the best weapons with the best ranges, etc. IS has "quirks" that are laugable. +15 CT armor is supposed to help when a clanner can drop that with one shot at a range where your weapons still do half at best. That "5% cooldown" is a real game changer.... why even bother adding that quirk in the first place? Lets not also forget clans have omni pods.
That's not even specific.
Clan CERLL is unusable in many instances (used in comp play, but in a limited fashion).
What IS quirks are laughable?
Atlas is still great for brawling (but generally suboptimal in an IS dropdeck unless you make the space - which is a bad tradeoff - that's a FW specific issue, not an Atlas sucks issue).
Grasshopper is still a very effective mid-range (LL) or long range poker (ERLL) - optimal variant is the 5H.
Griffin-3M/2N is still a boss in "scouting matches" with SRM spam.
"One shot" is only reserved for Lights. Even then, if you're trying to brawl something @ extreme range... you have a problem (it's a bad decision).
Not all Clan mechs are great. We still have the Suckoner (until the energy nipples are in the game). Then there's the Mist Lynx. Let's forget about such awful things. Maddogs are still squishy soft last I checked.
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So at the moment, clans simply have more options than IS with better range, damage, and omnipods and UAC's but they also have the same options that any IS mech would have. Theres nothing IS can do to ther mechs that clan cant, but the reverse is not true. I had suggested the whole reflective/reactive armor bit a while back which I think would be a great adjustment that could help IS. Theres never been an option to use newer tech or god forbid clan tech on our mechs. At the very least IS should get a boost in drop weight to help things out a bit.
I'm sure other people have argued the reverse, for all backward reasons. IS can do a lot of the same stuff... like sniping. Used the Battlemaster lately? Still good for that role. I've already mentioned the Grasshopper... you can long range with some mediums (BJ-3 still good for this). IS is still rather strong in brawling (Atlas, Griffin already named). While Jagermechs are the more common dakka kings, the Black Widow with its quad AC5 dakka is pretty strong... with the Mauler not being too shabby either.
I feel as if you hadn't experimented with the most common mechs that favor a certain subset of the meta. It's very much doable with IS, not just Clan.
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All the facets that are lore just cant be implemented. No melee for IS can be used (that would certainly balance things out sniping vs brawling) and the game engine requires lances vs lances rather than lances vs stars. I think there has to be a litte give with CW to help balance things out.
We already have issues with mechs warping in the code... melee is not happening anytime soon (and certainly won't balance a thing).
The Game Engine isn't actually limiting the lances/stars thing. This is a PGI UI issue where they feel it's too difficult to accomplish (yes, they used the "too hard" excuse, but that's different from the balance issues in the game (they exist, and can't seem to solve them consistently).
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And yes, I will buy a mechpak while you figure this out
I'm sure PGI will get right on the case (60 to 90 days later).