kit ohnira, on 07 May 2017 - 12:45 AM, said:
You do know that a standard IS lance is four and a standard clan star is five? technically were having our numbers cut down in this game
That's not at all how those units worked. Yes, the smallest units of organization for Clans is a star of five mechs and a lance of four for Inner Sphere. However, it was never 2 stars versus 2 lances, or even 3 lances. Most of the time the numbers breakdown was one star against a full company (12) or sometimes even a battalion. Saying that Clan numbers are being cut down is absolutely absurd. I can't think of a single major battle in lore where the sides had numbers parity between Clans and Inner Sphere. Not that lore matters for MWO, but if you're trying to make a point based off of it, you're incorrect.
latinisator, on 07 May 2017 - 01:42 AM, said:
Where did I whine? My point was that IS can be victorious - at those times when the IS's Mechs are played to their roles, as often is done in scouting mode (close brawling; on invasion: longe range and then close range - mid range is mostly the Clans playground).
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So, aff, Clans can win and they do most times. However this not because of a massive "powercreep" of the latest Mechs but the bad gameplay most IS teams - I have met yesterday - show(ed). Map dependency is a factor (damn those choke points!) as is playing to the strengths of your Mechs (and play style).
Also the victory bar is a bad indicator for balance imho as it only reflects the battlefield behaviour (like fire discipline, teamwork, situation awareness) of the fighting teams. There is the problem: cooperation and skills on IS side is
currently (stressing that for you
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) on most PUG groups doing invasion...questionable. Seen it out of my Clan Mechs as well of my IS Mechs.
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I'm not claiming that you were whining, that was poor specification on my part. I was referring to what else I've read on this forum where people commonly have the gall to suggest that the tech imbalance is non-existent. Furthermore, I don't think that the issue is powercreep with the newest mechs at all. I think it's the inherent issue of powercreep when they introduced clan tech. Clan mechs as a whole, both new and old, are in general superior than IS mechs. Yes, there are outliers such as Battlemasters that are great for ranged combat or Centurions that are devastating brawlers, but the point remains that these are very limited selections from the huge stable of IS chassis and variants, and they are pigeonholed into one playstyle or in some cases loadout. There are more Clan mechs that can be competitive and can easily swap roles or be more generalist based on lenient clan tech and the versatility/specificity offered by omnipods.
And ultimately, you're not wrong about the importance of coordination and tactics. Regardless of faction, the side that is organized versus a PUG team will win the vast majority of matches, usually by a wide margin. However, when you see two organized groups face against each other, the Clan team usually wins. I believe attributing this simply to a skill gap is frankly insulting to IS pilots. The fact is that if Clan mechs make you more likely to win and PGI rewards you for being on the winning side, then more of the good players who care about winning will transfer to the Clan side, creating a snowball effect and resulting in the 100% victory for one side that we can see now.
The evidence points to Faction Play being totally broken at the moment and nowhere near a point of parity. People can blame this on PUGs, but that is both reductionist and counterproductive. If the mode is as PUG unfriendly as possible, then the mode will die and we're back to no one playing the mode. Ultimately, PGI should do
something to try to fix this mode that was supposed to be the jewel in their crown rather than the black eye it currently is, and blaming this mess on players is not the way to get things fixed.
Edited by NeoMaddy, 07 May 2017 - 02:26 AM.