I play both sides even if we are currently clan and i actually prefer to drop FW as IS because you get more diverse loadouts for your drop decks. The clam deck can do a few things better but overall IS is very competetive. I even like somewhat non meta builds (heloooo AC2's) on my FW IS decks.
The largest imbalance comes from player skill and this whining can be seen in any online game. We got the same whine in WoT when RSOP was dominating faction play (Wargaming pls nerf good player skills so tiny kurwas can win faction warfare events), but this is supposed to be end game content where you swim with the sharks and if you swim with them excpect to be bitten.
For the IS side the game mode is more punishing as you really need to run good mechs with good loadouts. I run my BLRGs with ****** is XL's as if you do not your firepower and mobility suffer too much. Just twist like no tomorrow and you will survive long enough to kill with the 5LPL you are packing. In order for the IS side to be succesful you need to play to that sides strenghts and have good comms and a drop caller. If no one else does it, take initiative and call the shots. A bad plan is better then no plan at all.
Whoever said that you should outbrawl a brawler timby with something thats less then 75 tons on the IS side. I say Splat Cat to that but the main point is that you shouldn't. You have the tons so use a BLRG instead to kill that brawler timby off. The SRM's spread the damage and you shoot pinpoint damage in the trade.
The ERLarge range is totally dominated by the IS mechs currently as you cannot out trade it with PPC+gauss if the IS mechs drop a unified drop deck.
Here we come to the crux of the matter. On the IS side there are far too many larpers playing FW bringing lurm atlases and other terribad builds with zero coordination inside the drop on what kind of deck to play. FW needs direct fire weapons mainly unless you drop (on the right maps i might add) a cordinated lurm deck 1-2 narcers and 10 lurmers.
The unit i am in is consists mainly of comp players and when we drop 12 man drops we are not looking to squish some random pugs but we are actively hunting for other good 12 man units. Sometimes the small fish that swim with the sharks get eaten in the meanwhile and thats just a part of the game. Overlla the Clam mechs are just better as is evident in comp play but there is a suprising number of viable IS mechs as well. The hopper 5P is just insane with the quirks it has and it can dish out some serious punishment.
All in all i enjoy playing both sides even if the IS has a higher team skill cap and requires more individual skill from the players. I win on both sides of the equation but i don't play larp builds. As an advice to the players that do please check out stock mech monday as it may be more up your alley instead of insiting that the builds should be viable in FW as they aren't. Nor will they ever be.
peace out
Edited by godmonkey, 10 May 2017 - 01:35 AM.