Grus, on 01 February 2017 - 03:44 PM, said:
I gave 3 earlier I thought. Grasshopper, battlemaster and wolfhound.
And I started with IS.. heLl I have the founders pack, it dosnt make sense that with the way maps are set up to promote a corridor shooter mechanic at close range 500m and less that you can't tell me with a straight face that IS with all its quirks does not have a huge advantage.. I have a BM and I take it out time to time, it does realy well with 6 larges. I can do a similar build with a mad2c and I'll alpha twice and shut down.. "superior clan tech" my ***.
Well, if you are trying to do the same build, thats part of the problem... they are inherently different technologies, they are not supposed to be the same. Again, i ask, would you be willing to give up all the advantages of clan tech for the scant few IS mechs with quirks to make them stand out?
It sounds like you don't understand your own tech advantages...
Besides, since its just a few mechs that are quirked, it will be suddenly gone in a few months... one way or another.
But lets play your game, if they take away all the IS range quirks, what are you willing to give up? All your armor and struct quirks? You may think there are not that many, but thats my point you think your tech is inferior, but its more likely you've just forgotten what makes clan mechs good. Or, again, you seek to have and advantage over inner sphere when would not be very appealing in a game trying to seel the whole IS v Clan conflict.
If you can't adapt as lots of other players have to the changing scenery, I don't what to say... All I know is there are lots of players that can win in clan tech, if they learn to group up, coordinate, and focus fire.
Edited by MovinTarget, 01 February 2017 - 04:04 PM.