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#61 Champion of Khorne Lord of Blood

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Posted 07 May 2017 - 04:27 AM

View PostYeonne Greene, on 06 May 2017 - 09:37 PM, said:


Have you actually tried the RFL? Or are you just gauging based on the bads who fail at using it? Most of them are piloted excruciatingly badly. Like Blackjacks, most people simply don't understand how they work and they are usually easy kills regardless of how they were built. Also, incidentally, like Dragons.

For other combos, there are no other IS Heavies that can do PPCs in the sides with a Gauss in a similarly high-mounted arm. That is the golden combination the IS need to be competitive, and it's the only Heavy that has it. Incidentally, it can run that at Clan speeds, coldly, and with superlative agility that you'd need to equip MASC to exceed on anything else save maybe a Linebacker. It has to expose very little of itself to fire 100% of its weapons over a ridge around a corner. You can also adapt it for 5x MPL and an AC/20 for boom-and-zoom up close, if that's more your style.


The Gauss plus 2 PPC build was the only thing I saw as decent on the thing when wondering if I should buy it awhile ago, but you were talking about close in builds, so we'll disregard it right now. As for 5 MPL and an AC20, please explain how I can bring a STD engine, go over 70 kph, and have ammo for the AC20 and heatsinks to keep firing.

http://mwo.smurfy-ne...fdab37bff8e682a Here is the possible build, nice 2.5 tons of ammo and 27% cooling.

View PostYeonne Greene, on 06 May 2017 - 09:37 PM, said:

Hardpoints matter.

The RFL-3N in that configuration can vaporize an enemy in 3 seconds while the Dragon cannot. I'm talking you've just ripped out 90-150 damage in this time period. That's why you take it. Poking targets to death once they are inside the base doesn't work in CW, not if the enemy knows what he's doing. At that point, you need to be able to sit targets down fast and...33 points from the Dragon having to repeat three times is not it, even with the cool-down. In my experience, on a map like Emerald? Go big or go home with the up-front damage output. SRMs actually rule the roost there, so I'd say forget either and modify your deck to accommodate the CPLT-A1, ARC-5W, WHM-7S, etc.


SRM brawlers always tend to be good, but I prefer the precision and extra range of the LPL builds so I can get a few shots in before they'd be in SRM range, Dragon-C with the cooldown quirks and duration fires as if those LPL were SPL, very good DPS while still maintaining range enough to out trade C-ERML builds.

View PostYeonne Greene, on 06 May 2017 - 09:37 PM, said:

Nobody worth his salt is going to actually let you dead-side it, though. That's what I'm trying to tell you. They are just going to hold fire until the target they want presents itself. So in the end, you either end up dead or disarmed (AKA dead). That's what happens to everything that tries it. It's an obsolete technique, and has been obsolete for a very long time. The reason to go assym has nothing to do with dead-siding these days and everything to do with specializing a corner and improving convergence.

Dead-siding only works against bads and I don't build my 'Mechs banking on the enemy being bad.


I could just say that nobody worth is salt is going to let you spread damage all over your mech in an XL build with obvious side torsos. We could both just say that spreading damage around never works against competent opponents while we're at it.

Against competent opponents deadsiding, at the very least, makes the enemy hold fire to hit your CT again, giving you time to cool off in the process and if they aren't using PPFLD there's about a 100% chance their damage is going to be sent through the deadside from a quick torso twist.

Besides this, how often do you even see competent opponents in FP? Its a little rare.

View PostYeonne Greene, on 06 May 2017 - 09:37 PM, said:

The Marauder is a 75 tonner with 75 tonner defense and better firepower than the Dragon (so a wash if you count quirks) and it's also not meta, for exactly the reasons I mentioned in the previous section of this reply. My point stands.


The Marauder has mostly low mounts except for the 3R bringing 3 ballistics. I'm honestly doubting bringing 3 AC5s and being slow will be the meta. Alternatively it can do gauss and PPC but suffers from the low mounts again. Though the main problem is that its a 75 tonner and the Dragon is a 60 tonner.

Take a moment and forget about what is and isn't meta in quickplay or even in comp and take a look at drop decks. Dragon Deck gives you the BM-2C along with 3 Dragon-1Cs, this means that you never bring in a medium or a light, this means you crush any SSRM waves they can throw at you, this means you crush any light waves with your 0.56~ second beam duration, this means you have 3 mechs with the defense of 75 tonners backing up an 85 tonner with structure of a 100 tonner, this means in attrition warfare such as you see in FP your ability to keep taking hits and block the enemy way matters, this means any of your mechs is able to out trade mid range Clan mechs before they get into ERML range and then once they are in full range you have durations at half of theirs so you can hit for your full burn then spread half their damage to win a trade.

With Marauder 3 of them takes 225 tons, leaving you with 40 tons as final drop. Marauders aren't even worth it in the first place, bring low mounts, or are stuck at brawler ranges, or back a couple ballistics, and you end up with a Cicada in the end so you can get annihilated the moment you step too close to an enemy Mad Dog.



My point is that the Dragon fits the Goldilocks zone for IS drop deck tonnage and lets you bring one of the IS's best assault mechs with it too while also being tankier than enemy mechs that are 15 tons higher. Its cost to performance ratios are insane in that regard. Why bring a 75 tonner with 75 tonner armor and damage when you could have a 60 tonner with 75 tonner armor and 70 tonner damage?

#62 Pr8Dator

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Posted 07 May 2017 - 04:27 AM

OK OK CLans are OP, what's stopping you from playing Clan if you feel so strongly thats the way to win???? u have something against winning?

(Clanners, you know what I am trying to say... people who keep complaining just need to try for themselves to see if Clan mechs are truly OP... and if they are, well, what's stopping anyone from having fun, right?)

Edited by Pr8Dator, 07 May 2017 - 04:29 AM.


#63 Zombiesbum

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Posted 07 May 2017 - 05:13 AM

I would not say clans are over powered in the sense that they are completely unbeatable. But they do have advantages over IS. Now why is that?

First of all clan mechs have both speed and firepower. While if IS wants to match their speed or go faster they must shred firepower or go XL (XL counteracts IS armour quirks and more). Hopefully the fusion engine changes this.

While on the topic of speed. Clan mechs tend to have roughly the same speed with each other. Which means uncoordinated teams are going to naturally keep in a tighter formation. This in my opinion is why clans seem so much stronger. PUG v PUG, clanners have an easier time keeping together.

Clans are much better at long distance fighting due to their higher firepower. Clans overheat faster, but in fights over distance it hardly matters as you are able to take time to cool. This is why as IS you need to get up close and brawl. However, herding PUGs to have their paint scratched is much harder than having them sit behind cover, people will naturally take cover and mechs with larger alphas benefit from this most.

IS have more armour, but they also have lower firepower, which a lot of clanners fail to recognize. Due to heat efficiency over a duration, without cover, the lower firepower of IS does not matter as long as the mech can survive long enough to make up for the higher clan alphas.
Of course when against units like KCOM, that extra armour hardly matters as they focus high alphas and use clan speed to their advantage. A dead IS mech aint going to fight back to take advantage of the mechs that are hot. Of course it's unfair to use inbalance as an excuse to good coordination.

Anyway, the main point is that clans are just easier to play as an uncoordinated group vs other IS uncoordinated groups as the natural play style for players favours the clan side.

Now the question is; why don't we play clan? well we do sometimes, but the rest of the time we are not dirty clanners Posted Image

Edited by Zombiesbum, 07 May 2017 - 05:41 AM.


#64 oldradagast

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Posted 07 May 2017 - 06:39 AM

So, OP, you don't think Clans are overpowered because you think that not using Clan ER large lasers is just as big a sacrifice as the IS not really being able to use their XL engines to the same level as Clans... ok... and the Kodiak isn't a threat anymore.. right... And Clans are currently at 97% in the stupid event, and have spent most of it at 90% or over. But I guess none of that is a sign of imbalance, right? I mean, if the IS just stopped playing "LRM Locusts" or some other builds that never actually appear in FW, clearly the Clans would lose since Kodiaks are weak when faced with...

Oh, I just can't do this anymore. Really, look at the scores, look at what is actually being played, and understand that the reason all the tryhards went to Clans is because winning is all that matters and Clans have an easier time with it because of mechanical game advantages. Stop tossing around strawmen, such as "LRM Locusts" and understand what really is going on.

#65 Reptile Blackdeath

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Posted 07 May 2017 - 06:52 AM

I'm just thinking MWO should just dump the 'Winners get more.. though your personal effort can not change this" on events. It doesn't matter how well you or a unit play.. if the sides are stacked (even without balance issues), it make for not fun gaming experience. Who likes to feel like they are getting ripped off. Quick play game win conditions are frustrating enough..... let alone this stupid faction win condition.....
Shoudd'a picked Clan....

#66 Nighthawk513

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Posted 07 May 2017 - 06:53 AM

View Postoldradagast, on 07 May 2017 - 06:39 AM, said:

So, OP, you don't think Clans are overpowered because you think that not using Clan ER large lasers is just as big a sacrifice as the IS not really being able to use their XL engines to the same level as Clans... ok... and the Kodiak isn't a threat anymore.. right... And Clans are currently at 97% in the stupid event, and have spent most of it at 90% or over. But I guess none of that is a sign of imbalance, right? I mean, if the IS just stopped playing "LRM Locusts" or some other builds that never actually appear in FW, clearly the Clans would lose since Kodiaks are weak when faced with...

Oh, I just can't do this anymore. Really, look at the scores, look at what is actually being played, and understand that the reason all the tryhards went to Clans is because winning is all that matters and Clans have an easier time with it because of mechanical game advantages. Stop tossing around strawmen, such as "LRM Locusts" and understand what really is going on.

More Mercs + slightly better pug coordination = slightly better win rates. Add in the sheer number of matches being played and you get a clan advantage.

#67 Chrome Magnus

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Posted 07 May 2017 - 07:02 AM

Wait, are people still pretending that only IS pilots bring bad builds?

#68 Champion of Khorne Lord of Blood

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Posted 07 May 2017 - 08:27 AM

View PostChrome Magnus, on 07 May 2017 - 07:02 AM, said:

Wait, are people still pretending that only IS pilots bring bad builds?


Nah, just that IS has more players than Clan and that IS has a higher count of bad builds.

#69 Andi Nagasia

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Posted 07 May 2017 - 08:30 AM

from El Banditos topic today,

View PostEl Bandito, on 07 May 2017 - 07:12 AM, said:

That's the cumulative number of wins multiplied by number of participants. So the actual win difference so far is about 5.5:4.5 to Clan advantage. Ignore the 97% bar.


with in 55/45 makes this as close as Tuk2 which was 56/44,

Edited by Andi Nagasia, 07 May 2017 - 08:31 AM.


#70 Monkey Lover

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Posted 07 May 2017 - 08:57 AM

View PostChrome Magnus, on 07 May 2017 - 07:02 AM, said:

Wait, are people still pretending that only IS pilots bring bad builds?


Kind of rare for me to see a clan mech with a bad build. They normally have so many hardpoints you can't screw up.  Worst i see anymore are clan mechs firing lrms under 100m or cerlasers in a brawl Posted Image

Edited by Monkey Lover, 07 May 2017 - 09:04 AM.


#71 Monkey Lover

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Posted 07 May 2017 - 09:02 AM

View PostAndi Nagasia, on 07 May 2017 - 08:30 AM, said:

from El Banditos topic today,


with in 55/45 makes this as close as Tuk2 which was 56/44,



55/45 makes it sound close until you think about Is tonnage advantage and for what i have seen IS has had the scouting on their side most the time.

The worst IS mechs still need tons of help and why tons of us are trying to stop the crazy skill tree nerfs coming.

Edited by Monkey Lover, 07 May 2017 - 09:03 AM.


#72 nitra

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Posted 07 May 2017 - 09:12 AM

Clans are overpowered to the point is ridiculous. just got through with scouting and some more faction BS . im done be damned the rewards, they are not worth the aggravation.

in scouting the clan mechs just tear right through IS mechs. its not even really funny. even when when its 2 on 1 the clan mech can usually defeat both IS.

the amount of damage my mech takes in scouting is just crazy as soon as i engage, and after the first salvo im usually less than 75%. where as my meager attack does lil to nothing. if i attempt to make the shots count. the extra time necessary allows for precise clan damage further weakening and or destroying me quicker.

as for the faction . its just sad clan mechs dont even try to twist off the incoming damage they just face tank alpha then alpha again, IS mech dead. rinse repeat. after 2nd or 3rd wave go camp the spawn kill for lulz.

they can even rush the generators and omega ignore the incoming IS fire and kill all 4 objectives before the IS can neutralize the rush. i bet clan laugh their @ss off as the innersphere is overheating, shutting down, exploding, or firing a third of their alpha trying to prevent them from finishing off the objectives.

Also another thing of note when playing in faction the clans will take their severely damaged mechs and aggressively attack the approaching IS mechs. even when those clan mechs being close to or less than 50% health they still mange to kill or severely damage fresh IS mechs.

.
in short the Clan mechs tank a lot more damage than their IS counterparts they put out a lot more damage than their IS counterparts . and they have no drawbacks to prevent them from capitalizing on their advantage.

IS mechs are now obsolete all together .

i knew it was getting bad, but faction clan vs IS just makes it apparently so much more so than what you see in quick play.


if you get the chance watch the how the skirmishes unfold. its amazing how little the clans have to worry about direct confrontation with IS mechs.

dont believe the people trying to convince you other wise, that clan is not over powered. because all they are trying to do is protect their current extremely comfortable play style.

while IS player is twisting ducking and weaving Clan is sitting and waiting for that big alpha chance to ruin THE IS mechs day. Clan does not have to worry about perseverance because IS mechs are of lil threat to them , so they can be stalwart and wreak face .

Edited by nitra, 07 May 2017 - 09:16 AM.


#73 Weeny Machine

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Posted 07 May 2017 - 09:53 AM

View PostDakota1000, on 06 May 2017 - 07:08 PM, said:


Not to mention that gauss max range was nerfed so if an IS ERLL mechs with quirks and modules is firing at their optimal the gauss will be dealing about half damage. Gauss being the Night Gyr's main weapons would lead to the Night Gyr dealing 15 from the gauss and 10 from the ppc (with 2.5-5 points of splash).

Wonderful 25 damage trade compared to grass hopper's 45 damage with 5ERLL.

Night Gyr loses by 20 damage per trade while being a 5 ton heavier mech while being slower so that the Grasshopper can kite it. [25 ton drop deck disadvantage intensifies]



...while the Hopper has to chew through the CT because a ST loss isn't the death sentence while the Hopper goes down when a ST explodes. Plus the Hopper's weapon deal damage over time while the gauss and ppcs are instant damage. Should we go on?

#74 Champion of Khorne Lord of Blood

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Posted 07 May 2017 - 11:13 AM

View PostBush Hopper, on 07 May 2017 - 09:53 AM, said:



...while the Hopper has to chew through the CT because a ST loss isn't the death sentence while the Hopper goes down when a ST explodes. Plus the Hopper's weapon deal damage over time while the gauss and ppcs are instant damage. Should we go on?


At optimal ERLL ranges the ERLLs beam hits instantly while the PPC+Gauss combo has to travel to the target, resulting in both being relatively equal on that part.

Also, please find the XL engine on this build.
http://mwo.smurfy-ne...2c40be8c858fb8d

#75 Y E O N N E

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Posted 07 May 2017 - 11:46 AM

Spoiler


#76 Wattila

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Posted 07 May 2017 - 12:10 PM

View PostDakota1000, on 07 May 2017 - 08:27 AM, said:


Nah, just that IS has more players than Clan and that IS has a higher count of bad builds.


It's more like it's harder to totally fk up a Clan mech in the mechlab. This on top of the mechs being more idiot proof in general.

#77 nitra

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Posted 07 May 2017 - 12:15 PM

I really wish the dragon-1c was as potent as it once was.

its longevity on the field has been significantly curtailed.

while its unique arrangement makes its alpha pretty deadly, todays battles are just to punishing on a dragon.
regardless of twisting the side torsos can no longer withstand incoming fire.

you can try and switch to std and drop a half your firepower to increase your survival. but then your no longer effective at engagements.

moving it to a dual ppc build has helped keep it on the field as it can take better advantage of its mobility to avoid face time.
but as soon as your mixed up in a brawl your pretty much toast.

i would enjoy seeing a team full of dragon 1c vs clan though i think it would be an interesting battle. the pinpoint alphas of a organized team of dragons would in my mind be pretty devastating against an unsuspecting team.

unfortunately the 1c is soon to be a ghost as the skill tree kills this special build dead.

Posted Image


Edited by nitra, 07 May 2017 - 12:17 PM.


#78 Devils Advocate

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Posted 07 May 2017 - 01:09 PM

I don't see how you can balance the two sides against each other since they have fundamentally different lasers, tonnage, and mobility. PGI prefers to balance through convoluted mechanical system instead of adjusting numbers, so you can't wildly change the ranges or heat values, but you can adjust tonnage restrictions and ghost heat. I've seen a lot of arguments about loadouts in here and I'll pitch in since I just hammered out 18 faction battles on the clan side after coming off of about 10 on the IS side last week.

Clans have speed and high damage alphas. Accounting for quirks and optimal builds IS has the range game on lock with superior ER lasers and LRMs (clans have some mean ERPPCs but if you aren't building just for, say, two ERPPC, or can't land all of your shots, you'll get eaten up). Problem is, in this game, a couple of high damage alphas toast a mech, and a team that can swarm you with greater mobility can deliver more alphas in a shorter time. Even if all the IS mechs stood in a line and all the Clan mechs stood in a line, and they all just alpha'd until they overheated, Clan would have the advantage, not because of superior cooling but because they just put out so much focused damage. Any clan that didn't survive would overheat and get murdered but I'd bet more IS would die than Clan. Additionally, Clan having greater mobility, they can twist and sprint around spreading out damage better than their IS equivalents. This might be a little more balanced after everybody's mobility is 'adjusted' based on their weight class instead of engines.

Anyway if you want to win with IS in these clan battles emphasize ER Long Range Lasers in firing lines and pray the other side doesn't have a coordinated bunch of brawling timberwolves coming over the hill to murder you.

#79 The Unstoppable Puggernaut

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Posted 07 May 2017 - 10:50 PM

I am surprised they didnt run this event after the new tech + skills tree but I am betting they will setup a massive event.

Gather stats before the change and then after.

(If they don't I'll shoot myself with a small laser).

#80 Khobai

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Posted 07 May 2017 - 10:59 PM

Quote

I don't see how you can balance the two sides against each other since they have fundamentally different lasers, tonnage, and mobility.


simple. you allow clan and IS mechs on the same teams.

it works in quickplay. and at this point in the timeline (3068) its not uncommon for clans and IS to fight alongside eachother.





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