Posted 05 January 2017 - 11:52 AM
My take on the imbalance between Clan and IS.
Looking at the weapons can provide some good data, but weapon comparisons don't really do justice to why there is imbalance. The reason is because the battlefield is not static. Ranges change, maps rotate, and people play in different ways. Looking at a weapon on paper doesn't mean that is how it will predominately be used in the game.
Based on what I've seen playing the past few weeks the ability to do damage at 1200-1400 meters is useful on almost every map. Doing damage at 1000-1200 meters is absolutely useful on every map.
Movement and agility also have greater value than higher armor or slightly more damage.
The ability to distribute damage across the mech is incredibly important.
The final piece that has influence on balance is being able to deal damage in close because at some point every fight comes down to close range (less than 400m).
Which means the better mechs are the ones that are able to carry some kind of effective long range weapon, have enough movement to use cover/terrain as additional armor, good damage absorption tratis, and then have the ability to put down close range damage. Right now the clans are better at three out of four of those tasks. The IS seems better at close range damage for the most part while the clans have superior range, mobility, and armor efficiency.
What do I think should change?
Something has to be done to even out the clan advantage with XL engines. This will require breaking from lore or else changing how weapons act. Breaking from lore is probably the easiest and best solution by either making IS XLs act just like the Clans or change some other aspect so losing a side torso doesn't kill the engine. Alternately change the way weapons aim to make the impact point random instead of pinpoint aiming. I figure most players would hate such a system though. Regardless the XL engine issue has to change.
This change closes the gap on both mobility and damage absorption leaving long and close range to be balanced. I think the answer is to extend the range on IS weapons so they are more competitive while still keeping them slightly less than the clans.
The final piece IMO is to look at close range weaponry. Unfortunately I don't have enough experience right now to say if adjusting the heat or damage would make more sense. What I do know is if the IS gets a boost to range then the clans need some help brawling. From observing other players play I think heat might be the biggest factor contributing to the IS being slightly better in close, but I could be wrong.
Anyway, that's my take on the situation. Fix the XL engine disparity, give the IS a bit more range while still being less than the clans, and then look at clan brawling to see if they need a boost to match the IS's boost to range.