Holy **** the amount of crap in this thread. Dont know if I should rage or cry, but I think ill try to do neither and try to inform.
At top level gameplay (which very few people are) some IS mechs are better than all clan mechs where you can close the distance under 450 (which you can do on 70% of the invasion maps). The problem is theres too many people who play for god complex or cbill farming and not for the team win even at highest levels.
Let me elaborate on "Clan mechs are NOT OP"
At lower skill/organisation levels Clan mechs are Superior, for multiple reasons,
1. They tend to be all around the same speed with preset/prebuilt in engines making staying grouped up and attacking together a lot easier
2. Their stock loadouts and builds are generally better
3. IS mechs come with standard engines when a lot of them need XL engines, people see cheap cbill mechs, they buy them, not realising you have to spend as much, IF NOT MORE than many clan mechs to make them into a good mech.
4. People dont know how to torso twist their XL engines
5. Nerfs to IS mechs JUST before Kodiak and Night Gyr release, particularly the Black Knight, Which got rescaled to be much taller/larger AND its shoulder Quirks were nerfed, efectively killing one of the best Faction play mechs IS had at the time. Also the Jenner Oxide resize making it much easier to kill as well as a few others
(I dont own oxide yes I own Black Knights but haven't used them since shortly after resize patch and quirk change showed they were no longer viable)
6. After Kodiak3 uac's nerf and gause nerf majority of units vs units level mechs are very closed to balanced IN INVASION MODE.
7. Clan Lurms are better (work inside 180) and dont get taken as often because Clans also have the longer range ER Large (that are balanced due to requiring more face time and IS quirks) meaning their is less "lurmers" clan side. (lurms are bad because the damage is too spread and too easily avoided because people are usually lurming from too far away and the opponent can still fire back losing all their armor from the spread damage but no internals.)
8. At "they must be hacking" skill level (2-3 units(about 50 players that regularly play CW level)) IS mechs are better. The problem is most of these players sit clan side the majority of the time because IS skittles are easier to farm due to the above reasons.
Mechs are not the problem, players are.
The mech balance is a lot closer than it looks in FW/CW, clans have better weapons at longer ranges because IS have increased armor/internal health to compensate.
You can not change the number of players on each side 10 clan vs 12 IS will not work because that makes mech balance even worse, thats like going into Counterstrike and telling 1 team you only get the starter terrorist pistol (baretta?) x 12 of you and the other team of 6 players get AK's and Artic Warfare Sniper Rifles. Which side is EVERYONE going to want to play on ?????
The solution is simply educate players with better ingame tooltips / links to community builds / websties and better warnings on your 1st purchases, maybe even bigger cbills Cadet bonus's.
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Ghogiel, on 03 January 2017 - 12:18 AM, said:
You are both wrong.
There was never a solo and group queue split. It was a tagged and tagless split.
The reason why the "group queue" didn't suffer and no one complained is that the vast majority of solo players, like unit players, want to play as mercs, as such those seals were in the "group queue", literally nothing changed because of the "split" so no one complained. At the expence of the "solo" queue, which was empty.
This is because freelancer is complete non starter in terms of rewards and climbing the faction ranks, so no one is going to pick that if they are wanting to play FP at all. Which leaves merc and loyalist. Loyalist, which locks you into one faction and clan or IS, plus at the time before 4.1, that was risky since your faction could be dead and you'd hardly get to play it, and only on defense of some other faction. So people just made units which is a requirement to be a merc.
the irony is most of the players in the "group" queue were playing solo and not grouped.
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You are more correct than both of them but also forgetting / missing 1 important critical factor, when phase 3 launched they added a BRAND NEW GAME MODE WTF HOLY ****!!!!! so guess what everyone was doing?? Trying out the new game mode, for the 1st 2 weeks, not playing the old game mode, because their was a shiny new toy to play with.....
How long did pgi leave a seperate queue for non unit puglet seals up ? I believe 2 days (48 hours).......... while everyone was busy doing other stuff.
They need to reintroduce split queues, BUT ALSO INCREASE CBILLS FOR LOSING IN UNIT QUEUE, otherwise all the unit players will sync solo drop to farm cbills in soloqueue.
In regards to this, I break 1000 damage in 1 in 20 Quickplay games, I queue solo, because its MUCH easier to farm cbills solo than in grouped quickplay. Grouped Quickplay needs a large cbill boost to get some of the people like me out of solo queue puglet quickplay more often (im sure some will stay in solo just for the god complex feeling, and some will go there occasionally) but a large Cbill boost to Grouped Quickplay would definately help get cbill noobfarmers out of soloquickplay
SOME IS mechs do need better speed/armor balancing is all (some are already OP) and people to teach and people to learn, It is just hard to help people 1 dude wants to be argumentative / troll and disagree with everything you say, thats the nature of the internet =) =(
And that makes me remember another part of the problem, Clan mechs, EVERY Heavy Chassis is decent and most of the assaults.
IS has 1 OP heavy chassis mechs 2 decent chassis mechs and lots of ***** ones, and too many people dont know b4 they buy and buy the ***** ones and maybe 2 good assault chassis. (with multiple good variants)
Mcgral18, on 03 January 2017 - 10:54 AM, said:
The current system (2 Faction) is how the Solo CW queue should have worked in the first place, because of the smaller player pool
It's one of those half arsed: "Hey, we did it, it didn't work!" things, because they did it wrong.
yes soloqueue and group queue should be split again while no "new mode" is being added and everyone isn't split into factions making getting even 12 impossible which was the case in 3.1 . 4.1 has fixed that problem and opens up fixing the other problem and lot more easily / possibly when before it could not work.
IS wins a lot more in INVASION MODE than the quickplay map modes, mainly because in quick play maps clan matched mech speeds and the maps being more open to sniping poking from longer ranges gives clans a bigger advantage. Invasion maps the 2 sides are a lot more balanced than the other modes.
Scouting is not balanced, its IS OP ez wins at same skill level pilots, its like russ said, **** we cant help IS win 12 man, lets give them Scouting ez wins to try to compensate and help the IS in 12 man mode in the process with scanner sweep (radar jam is a joke, all it does is make me check for an enemy ecm mech coz im not used to it yet when enemy has it)
Radar jam also needs to be timed Seperately to go off AFTER the scanner sweep, preferably 30 seconds to 1 minute after.