Viktor Drake, on 16 October 2016 - 10:11 AM, said:
I mentioned the fact that there are situations where Clan weapons we superior but you also have to consider that once the battle does close to 270m or closer to 300m with a module, that any advantage the clan mech had in regards to range becomes a mute point. I mean I see so many people use range as the scapegoat for determining Clan Weapons superiority but having range is only useful when you are out-ranging you opponent and it is a rare battle when the entire battle will be at 400m range where enemy MLs can't touch you. So range is a situational advantage, no more, no less and not any less relevant than once you get into range, being able to fire the 4 IS MLs plus 2 additional SRM6s and output 16 more damage for the same heat over what the Clan mech would be able to accomplish. I am not going to be arrogant and say that the IS advantage at short range is higher than the Clan advantage at long range, but it is pretty obvious that there are times when Clan weapons face significant disadvantage as well.
It almost seems like you haven't watched a lick of comp play... whether it is the MWOWC or even MRBC.
Brawls happen... inevitably. The problem is relative to how much damage you can push at range before this matters.
Consider Canyon. There's spots where brawling is effective. However, in most engagements... you end up trying to fight against mid range where CERMEDs thrive and some long range.
When teams use their range properly where they move and relocate to suppress anyone attempting to brawl... the team with more range tends to win on such maps. You have more options... even if heat is not on your side (you can actually run ERLL of either type on Tourmaline when you are disciplined enough to do it). At some point the attempt to close may be more punishing than the attempt to relocate (at least when done properly) and more range tends to win when a brawl doesn't manifest.
You can't solve every match with a brawl. It doesn't work as players are better at using their weapons at optimal ranges.
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Also will Clan Omnimech build restrictions, often your not stacking any more DHS on the clan mech than you can on a comparable IS mech, instead you just have to deal with the heat and its debilitating effect on firepower and sustainability. Keep in mind also that it isn't just C-ER MLs that are hotter, it is also just about every other Clan weapon as well, so while those 4 C-ER ML might need 2 extra DHS, that Clan LPL will need an additional 1-2 DHS, etc, etc and even on Clan mechs that don't have build restrictions interfering with boating DHS, there are only so many critical slots that can be used. I am not going to do the math on this one but by rough estimate for the same firepower rating, it generally takes 22-24 mounted Clan DHS to equal 18 IS mounted DHS and again....THIS IS BEFORE QUIRKS. Of course the Clans get a range advantage but as already mentioned, most battles will get close enough that the range advantage is a mute point anyway. On and speaking of Quirks, my Crab mounting ER LLs can actually fire 4m farther than C-ER LLs due to having a range quirk so, so much for the range advantage.
Not all mechs get heat gen quirks. The Grasshopper-5P is a more popular variant due to its duration quirks (and mostly increased # of high mounts), despite lack of heat gen quirks (the 5H has them).
You're also overrating some of the really good omnimechs (Timberwolf is still a thing) where stuffing DHS is a common occurrence. Bad omnimechs still suffer from other things (like missing Endo, and not really what the discussion is about).
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Lastly, engine size is somewhat overrate as a closing tool. Sure it is helpful but generally you can use this concept called using "Cover" to get into range of the enemy if your IS. Even Polar Highlands has plenty of low cuts and valleys plenty high enough to screen your mech as you approach the enemy and then you have maps such as Mining Collective which are almost always point blank affairs where Clan weapon range advantage is a mute point.
It's not overrated. Why do you think the Atlas needs a large engine to bring its AC20 to bear? Why do you think it needs all those structure quirks? The Dakkabear has no qualms using superior range (whether it goes UAC10 dakka or PPC+Gauss) to deal more damage to the Atlas whenever it can way before the Atlas can do much back (and if you even suggest using any sort of mid-long range weapons on an Atlas, you're already losing the argument) to your targets. Even the SRM brawling Griffins need a decent engine to get to and away from targets.
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So I will absolutely acknowledge that there are times that Clan Weapons have the advantage, but when you consider the significant disadvantages of how hot clan weapon generally run and what that means over the course of your engagements plus the way that the maps are designed so that you often can use cover to negate range advantages, Total superiority doesn't exist and in fact in alot of cases, inferiority is the key word when it comes to Clan weapons.
I swear to god you are using every useless Gyrok argument that has been presented before. Range is a major consideration for many builds and dropdecks... wherever applicable. Heat is also an issue and consideration, but you can't just write off the counterarguments of what lacking range does to a mech to be effective. It doesn't work the way you're presenting it.
It's fine if you want to brawl and all, but when the engagement mitigates the benefits of brawling (especially with organized groups), range can't be overrated... it's a thing based on the current game (it's possible to have a meta brawling imbalance, but it hasn't happened yet though).
Cover is a thing, but there's not enough reliable cover to avoid "mid range" on most maps.