Gas Guzzler, on 17 October 2016 - 10:13 AM, said:
I don't play FP, you might as well ignore my tag. The person who picks what faction we are with is one of a handful in Night's Scorn that actually play faction play, and its typically based on how easy it will be to get matches in FP.
I don't see what relevance a Black Knight without quirks has. It had quirks, which made it the best heavy in the game. Period.
The Mauler was the best assault until the Kodiak was released (and then the Mauler got nerfed LMAO... god, PGI sometimes). "Most Clan assaults" could not hold a candle to the Mauler (and frankly still can't, with the exception of the Kodiak-3 of course).
Quicksilver Kalasa, on 17 October 2016 - 10:08 AM, said:
It being without quirks is irrelevant because that is how PGI decided to bridge the tech gap. This is you moving the goal posts.
This is false, the Mauler actually had the PPFLD advantage against Clan assaults because of the IS dakka it mounted, which is why it was the better DPS mech than the Dakka Whale, not to mention the range and velocity quirks which made it much better at range than Clan dakka. The Mauler was also not the only IS assault that were chosen over Clan assaults before the Kodiak.
Again, opinions vary, and yours happens to be wrong.
The whole point of quirking these 'mechs was to bridge the gap. No goal posts are being moved on my part. Quirks are pretty much THE ONLY option to try and make the IS equivalent to the Clans when you can't eliminate 12v12, and refuse to increase the tech of the IS to equal the Clans.
Quirks probably AREN'T the best option, BUT, as far as I can tell, they've pretty much been the only option because of the previously mentioned points.
So, what happened?
As I've stated ad-nausea, a very FEW IS 'mechs approached equivalency and all the Clan centric people went ape doo-doo and now quirks are pretty much a non-factor.
A FEW 'mechs had quirks where ONE, and pretty much ONLY ONE, weapon system that could exceed the range (BUT, not the damage) of the Clanner equivalent, and again, the Clanners went absolutely ballistic. Even so far as to ***** in extreme manner as to the Locust, a 20 ton fusion powered beer can, having laser ranges, I think a total of 80meters longer than Clanners' ranges.
A laughable situation, and this was WELL BEFORE PGI added structure/armor quirks to increase survivability, such that the Locust with the exceptional range was still a very few laser blasts from death.
But hey whatever, you guys keep complaining about 'mechs that, even in your own words, NO LONGER hold their preeminent game breaking position as completely dominating every Clan chassis ever, but where are we now?
Back to where the game has been for the majority of its life cycle post Clans, damn near ALL clan 'mechs being able to sport bigger alphas, longer reaching alphas, harder hitting alphas on faster chassis that are typically more durable than their IS equivalent.
You guys keep pointing at the Atlas as some sort of brawling 'god', yet when you have Clan 'mechs pumping out easily two to three times the alpha at ranges BEYOND brawling, what good is it? How "great" is being a brawling god, when you're being pummeled down in two or three alphas by Clanner 'mechs?
Have everyone agree not to fire at each other until you're within spitting distance? What kind of 'equivalency' is that.
That's right, it's NOT equivalent, and you can't have 'balance' if there is no equivalence.
And without quirks, you can't make the current IS tech equivalent to the Clan tech, it's just not possible.
What's left? Nerfing. You gotta nerf the Clan tech.
But everyone hates nerfs, especially the Clanners.
So NOW what's left?
Edited by Dimento Graven, 17 October 2016 - 10:45 AM.