Fox the Apprentice, on 06 May 2017 - 06:00 PM, said:
After the new tech drop, I'm thinking IS would have the advantage in a set like that.
The new tech drop will make the LFE the most used engine by IS. Just because the LFE is being added doesn't they should just leave the STD and XL alone. I really like the idea of the STD giving added structure bonus at a minimum and I could even see adding some extra speed if possible. The ISXL is going to get left behind as long as it's a single ST kill and I firmly believe that mechanic has to change if we ever want to see balance between IS and Clan.
As for the map changes, they won't happen. It's just too much work. The problem with maps is they are not designed based on realistic military terrain. Armies don't just fight anywhere most of the time. One of them usually picks a spot and the other picks the best terrain they can find near that spot. The maps in game just don't make sense. The city buildings are way too close together in a culture steeped in battlemechs. Industry mechs alone would dictate more spacing between buildings to avoid costly damage from simple movement.
Then there are the military bases and objectives that are just not designed with battlemech defense in mind. Why would I ever build walls that can simply be shot or punched through with ease? I'm much better off constructing hidden bunkers with battlemech killing weaponry. Mines are a tremendous threat to mechs.
Anyway, all this just goes to show that map design is a huge issue when it comes to balance because depending on the terrain you can magnify a range advantage or completely remove range as a factor. PGI seems to be content with 2k view range with 1200m engagement ranges on most maps. This gives a lot of room for people to run around but it also means any coordinated group with longer range weapons can control a fight from the very beginning. Even canyon requires controlling long range because you can't just sit down low and let your enemy maneuver unchecked. The best short range map is the one with the tunnel and docks, but the problem with that map is the greater mobility of the clan mechs means having a short range advantage doesn't really matter.
Which means even with the tech changes coming out the clans will still have an advantage because the maps themselves are poorly designed. The advantage should shrink enough so that a coordinated IS group has a chance, but well led clan teams will still be tough to beat simply because they can apply damage without taking any significant damage in return.