Um... Why Are Innersphere Mechs Winning Every Engagement?
#21
Posted 27 November 2016 - 09:54 AM
#22
Posted 27 November 2016 - 10:34 AM
All 3 are laser vomit mechs capable of moving as fast as clan mechs with XLs (And they all have quirks to ST structure). The thunderbolt has significant quirks for both cooldown and heat gen on the lasers, while the other 2 have massive structure quirks.
Thats all well and good in QP matches where you can outmaneuver your enemies using the maps, or use the extra range from clan lasers to attack with little retaliation. However, most of the FP maps require you to push a fire line, generally at 400 meters or less. In those scenarios, the above IS mechs have a fairly significant advantage over their clan equivalents.
The point is, it isn't tech base imbalance so much as map design favoring one side over the other. FP forces the engagement ranges into IS favor, and gives very few options for flanking, Nullifying the two big advantages of clans over IS. On the flip side, QP maps give many options for flanking, and have more locations where you can use clan range to your advantage. And since the great dartboard of balance is based off of QP where clans are stronger, it rigs FP into IS favor.
#23
Posted 27 November 2016 - 11:25 AM
Nighthawk513, on 27 November 2016 - 10:34 AM, said:
All 3 are laser vomit mechs capable of moving as fast as clan mechs with XLs (And they all have quirks to ST structure). The thunderbolt has significant quirks for both cooldown and heat gen on the lasers, while the other 2 have massive structure quirks.
Thats all well and good in QP matches where you can outmaneuver your enemies using the maps, or use the extra range from clan lasers to attack with little retaliation. However, most of the FP maps require you to push a fire line, generally at 400 meters or less. In those scenarios, the above IS mechs have a fairly significant advantage over their clan equivalents.
The point is, it isn't tech base imbalance so much as map design favoring one side over the other. FP forces the engagement ranges into IS favor, and gives very few options for flanking, Nullifying the two big advantages of clans over IS. On the flip side, QP maps give many options for flanking, and have more locations where you can use clan range to your advantage. And since the great dartboard of balance is based off of QP where clans are stronger, it rigs FP into IS favor.
Defense sides have always had an advantage, in real life and in mwo so blaming a map for that is just silly, The mode is called invasion also so changing the map to suit a wide open base so the attackers can come in wherever they want is also just silly.
The point all of you are missing is CW forces the teams to bring the meta of that map / mode to the fight. Theres not a ton of breathing room here bc lets face it, if your plan is to attack or defend something you should be bringing the best mech / loadout possible, not what your flavor of the month is. The players needing some misguided sense of variety in in everyone elses drop decks is their problem alone.
Edited by Redjack d3, 27 November 2016 - 11:52 AM.
#24
Posted 27 November 2016 - 11:29 AM
Livewyr, on 27 November 2016 - 05:11 AM, said:
Try to check "faction play" button instead of forum wars. I played about 25 FP games this weekend and still playing.
Anyway that guy is a troll.
#25
Posted 27 November 2016 - 01:37 PM
I'll say the same thing I said to all the Loyalist IS players I used to play with, go Merc and take a contract or two with the Clams, see the advantages and disadvantages both sides have, then play to your strengths. If you aren't willing to do that, don't expect to get any better.
#26
Posted 27 November 2016 - 01:48 PM
#27
Posted 27 November 2016 - 02:32 PM
SomeoneRubbish, on 27 November 2016 - 01:37 PM, said:
*Grabs blackjack and throws out fairly consistent 600+ damage 2+ kill games in QP* Totally normal...
Joking aside, Have yet to try one of the IS meta mechs. However, IS meds have a nice range bracket for the short to mid range area, which is where most engagements happen in FP.
A lot of this is due to the fact that FP map design plays to IS strengths more than clan strengths, with choke points that have to be pushed through (IS Durability) and a tendancy towards short range engagements (Which helps reduce IS range dsadvantage). Where QP tends to have longer ranges and flanking routes (Better maneuverability) that favor clans over IS.
#29
Posted 27 November 2016 - 03:51 PM
Bad troll is bad, would not read again, 1/10.
#30
Posted 27 November 2016 - 04:26 PM
if he was an idiot and brought LRM boats, that is one thing. He used direct fire mechs as I did. Learn to respond like humans. And not like Mac lovers defending their Iphone's Honor against an android fan.
#31
Posted 27 November 2016 - 04:40 PM
Cmdr Killian, on 27 November 2016 - 04:26 PM, said:
if he was an idiot and brought LRM boats, that is one thing. He used direct fire mechs as I did. Learn to respond like humans. And not like Mac lovers defending their Iphone's Honor against an android fan.
Considering someone pulled his stats and they show 4 games played, bad hyperbolic troll is bad.
There are quite a few founders who can definitely be called noobsauce.
Ps. The only people who can successfully like their own posts are NKVA.
#33
Posted 27 November 2016 - 07:57 PM
#34
Posted 27 November 2016 - 08:13 PM
Nighthawk513, on 27 November 2016 - 02:32 PM, said:
Joking aside, Have yet to try one of the IS meta mechs. However, IS meds have a nice range bracket for the short to mid range area, which is where most engagements happen in FP.
A lot of this is due to the fact that FP map design plays to IS strengths more than clan strengths, with choke points that have to be pushed through (IS Durability) and a tendancy towards short range engagements (Which helps reduce IS range dsadvantage). Where QP tends to have longer ranges and flanking routes (Better maneuverability) that favor clans over IS.
My son took a laser vomit Timber and in his first game scored 800 damage, that confirms Clans OP!
Now if you've finished using hyperbole to blame Tech deficiencies, map bias or the Lord of the Dance for being beaten, maybe we could get somewhere. Both sides have advantages. Yes a lot of IS Mechs have quirks, yet Clans have lighter weapons and Clan XL engines letting them survive a torso loss and keep going. Is quirks are handy, yet don't really help much when being charged at by a 4SRM6/4 small Pulse Timber, and all the low duration IS Large Pulse don't help when outranged by laser vomit.
If you are being forced to play your opponents game, that's on you not the Tech.
#35
Posted 28 November 2016 - 04:41 AM
Cmdr Killian, on 27 November 2016 - 04:26 PM, said:
No, calling him a troll and liar because of well, him lying and trolling.
And this shows he lied.
FallingAce, on 27 November 2016 - 09:07 AM, said:
I reject your reality, and substitute ..... reality

So, he has not experienced what he claims to have.
#36
Posted 28 November 2016 - 06:32 AM
DevlinCognito, on 27 November 2016 - 08:13 PM, said:
My son took a laser vomit Timber and in his first game scored 800 damage, that confirms Clans OP!
Now if you've finished using hyperbole to blame Tech deficiencies, map bias or the Lord of the Dance for being beaten, maybe we could get somewhere. Both sides have advantages. Yes a lot of IS Mechs have quirks, yet Clans have lighter weapons and Clan XL engines letting them survive a torso loss and keep going. Is quirks are handy, yet don't really help much when being charged at by a 4SRM6/4 small Pulse Timber, and all the low duration IS Large Pulse don't help when outranged by laser vomit.
If you are being forced to play your opponents game, that's on you not the Tech.
Lord of the Dance has to be responsible. It's always the best explaination for poor performance....lol
Edited by Marquis De Lafayette, 28 November 2016 - 06:33 AM.
#37
Posted 28 November 2016 - 07:01 AM
					
					#38
Posted 28 November 2016 - 10:08 AM
#39
Posted 28 November 2016 - 12:05 PM
Nighthawk513, on 27 November 2016 - 10:34 AM, said:
All 3 are laser vomit mechs capable of moving as fast as clan mechs with XLs (And they all have quirks to ST structure). The thunderbolt has significant quirks for both cooldown and heat gen on the lasers, while the other 2 have massive structure quirks.
Thats all well and good in QP matches where you can outmaneuver your enemies using the maps, or use the extra range from clan lasers to attack with little retaliation. However, most of the FP maps require you to push a fire line, generally at 400 meters or less. In those scenarios, the above IS mechs have a fairly significant advantage over their clan equivalents.
The point is, it isn't tech base imbalance so much as map design favoring one side over the other. FP forces the engagement ranges into IS favor, and gives very few options for flanking, Nullifying the two big advantages of clans over IS. On the flip side, QP maps give many options for flanking, and have more locations where you can use clan range to your advantage. And since the great dartboard of balance is based off of QP where clans are stronger, it rigs FP into IS favor.
Do us all a huge favor and git gud, thnx.
#40
Posted 28 November 2016 - 12:44 PM
are they using IS mechs???
Edited by exiledangel, 28 November 2016 - 12:44 PM.
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