I try to sum up all the arguments on the forum atm and feel free to comment and complete this little compendium.
Why are clans op? (compared to IS)
1. Clan XL Engine
IS has to compromise between speed, firepower or durability in their builds. Clan with the Clan XL engine can achieve all traits at once. You can lose one sidetorso and can go on with penalties. The clan XL engine is still light and occupies less slots so more slots and tonnage for weapons or heatsinks.
(Impact maybe mitigated with the upcoming IS light fusion engine)
2. Effective Combat Range
Clan weapons have longer effective range. Even weapons for 1ton like ER-ML have a reach of 400m+. This is a major factor in all PUG games, easier for unexperient players and on most if not all maps advantageous. Clan mechs can do effective damage without any fear of serious return fire. This longer Range is even more devastating together with ECM (4.2).
(Impact maybe mitigated with the upcoming IS tech update)
3. Clan C.A.S.E.
Death by ammo explosion? Are you kidding me? Build in C.A.S.E. without any extra weight.
4. Omnipods (Imho the biggest op asset clan has and imbalance issue)
4.1 Mechbuilds
IS mechs are stuck with their hardpoints or quirks PGI gives them. Omnimechs can build unbelievable Omnipod combinations to costumize/maximize their hardpoints and potential. E.g. Huntsman 8x c-ssrm or Flamer/ER-SL Nova for scouting and many more.
4.2 ECM
IS ECM mechs are stuck to their hardpoints. E.g. Griffin to missles or cataphract well...to a cataphract. There is only a limited use (fixed combat roles) for the IS ECM mechs. Not for Clan Omnimechs. They can field nearly any weapon combination their tonnage enables them to. Thats why in FW (to an extend also in QP) most of the time the Clanteam got multiple ECM protection, which is a great advantage and even more in PUG games with unexperienced players.
(The onmipod advantage will be uneffected (except maybe ECM) by the upcoming tech and skilltree update!)
5. Weight and slot advantage
Clantech is lighter and takes less slots to equip. Clan XL, Fero and Endo consume less slots so there are more slots availeble for equipment. Equipment like weapons are lighter or take less slots. E.g. double heatsinks only take 2 slots and can be even equiped in the legs. This is the reason why clan mechs can boat more weapons, heatsinks and all kind of equipment.
(mostly uneffected by the upcoming tech update)
6. Restrictions to clantech are often not relevant
E.g. clan weapons generate more heat. But Clan mechs can carry more heatsinks (see 5.) and in many circumstances this extra heat doesn`t matter cause you can disengage and cool down in cover.
E.g. clan lasers got longer burntimes but they got the longer effective range and often ECM so that there is less serious treat of return fire in the longer exposition time.
(maybe in parts or a bit mitigated by the upcoming tech update)
7. Draining off experienced players
After a while playing the game and getting more familiar with the mechanics every player realizes point 1. to 6. and uses clantech if the performace is important. You can see this first hand in competitive play or in the ongoing Tukayyid event. So every experienced player who is not bound by nostalgia, stubbornness or what ever to the IS side, switches to clan. Only the unexperienced players and the ones mentioned above stay at IS and the matches in FW get even more unbalanced.
(Change here depends on the values of the upcoming tech update and IS quirk nerfs, but i think it will be unaffected cause many valid points why Clan is op compared to IS are uneffected by the updates)
P.S.: This is not a "NERF CLAN" cry. I personaly think clan should be op and the game needs a asymetrical balance like one mech less in the dropdeck for clan side etc..
Edited by Tiewolf, 10 May 2017 - 05:03 PM.