Posted 20 August 2017 - 04:13 PM
The Inner sphere is all about specialists. Koniving was right about IS mechs in general, but there are some that are quirked to excel at long range and will dominate Clan long range builds.
In faction war you have 2 drop decks, one should be your short range deck, for Clan this usually consists of mid range skirmishers loaded up with 400m range loadouts, for IS it mostly consists of shorter ranged skirmishers that tank more or brawlers with much shorter range but extreme damage up close. This fits very well with the traditional Clans = range/IS = brawler setup that Koniving explains.
However, the other deck should be the long range deck, this is where the lines blur a bit between the sides and a lot of knowledge on builds and chassis quirks comes into play. Clans generally run CERLLs and ERPPCs at long range, occasionally also packing gauss rifles and UAC2s. IS mirrors that by bringing their own versions but on mechs quirked up for it. For example, a Warhammer 6R gets 10% less heat and 20% more velocity on its PPCs and can run a decent 4 ERPPC build. You can use the higher velocity and lower heat to trade against the Clan's equivalents such as the Summoner, which would only bring 2 ERPPCs, or the Hellbringer, that would bring 4 ERLLs, by peeking out, taking your 2 shots avoiding ghost heat, then getting back behind cover and spreading incoming damage.
There's 3 main setups for long range, Frontloaded, Duration, and DPS.
Frontloaded consists of PPCs and Gauss, it puts out medium damage in a volley that is fire and forget, no need to hold lasers on target or face the enemy for a long time. This type of setup is great for avoiding incoming damage and out trading enemy mechs but puts out the lowest total damage. It is very defensive.
Next up would be the Duration types, those would be your ERLL builds, they require a duration that you must hold the beam on your target but usually put out more damage than PPC builds for less heat. You can fire your duration then get back to cover. You won't out trade some players using PPCs, but some that are not so aware or are in a bad position will lose trades to you if you put out all your damage. This setup puts out pretty average damage and is rather balanced.
Last would be the DPS builds. These usually consist of players boating 3 or more UAC2s, preferably on Chassis with quirks for them or for Clans just anyone who can run 4 or more. For these builds you will sit in overwatch, waiting for any enemy to peek out, when they do you pelt them with a withering barrage of shells, putting out very high DPS at long range. This setup is set to be fully offensive, you'll only really fall back behind cover when you can't get a good shot on the enemy, are overheating, or are faced with far too much return fire, but you'll be suppressing the enemy team as much as possible. I do recommend having at least 3 UAC2s minimum to get DPS levels that will be able to out trade enemies who are playing defensively, else you'll only tickle them.
Also, often times, especially at long range, you'll never see enemy legs, in this case you'll want to focus on the enemy center torso as best you can if you don't know if the enemy is running an Asymmetric build. If they are running a build that has most of the firepower on one side then focus down that side in particular, this works well when targeting Hellbringer left torsos (your right) which contain their ECM along with the majority of their firepower on average. You can also usually figure it out after seeing them shoot at something, just make note of which side the most damaging guns are coming from and focus it. Also on the long range maps losing a leg isn't as important, as there isn't as much movement, and if you're attacking a defending team then their legs are even less important, as they don't have to move much at all. You'll want to focus on taking out their CTs so they are able to be oneshot next wave or ripping off the majority of their weapons so that they won't have the firepower to stop your incoming wave.
Just going a bit indepth here, had some matches yesterday where people didn't understand the concept of long range decks and they were bringing dual AC20 brawling mechs to a match in which enemies never move into even their max range. It wasn't pretty.