And here is where I tried to do the same build with IS tech on a Mauler-2P before running out of tonnage. Just imagine the ballistic are on the arms and the energy points are on torso and they are all as high mounted as DS.
As you can see, with IS tech this IS version of DS doesn't even have any tonnage for heatsinks, and moves 9 kph, or 15% slower than Clan DS, with less firepower and range. Lets make it more presentable by changing out the ERLLs with more ERMLs and use the spare tonnage for engine and DHS.
Still slower, has 20 points, or 25% less alpha, and doesn't have enough range for the mech to safely operate. I am sure we can free up more tonnage by using XL engine, but it will still run slower and/or still have less DHS. Not to mention IS XL + Gauss in the arms could mean faster death in many cases, and it still will not solve slot problem. And IS CASE can't even save you cause you can't mount them in the arms!
"But what about quirks?" you might ask. Sure, let's take the Mauler as example and see what quirks PGI is likely to give the IS DS, factoring in its high mounts and high engine cap. Most likely:
-20% UAC jam chance, 10% ballistic cooldown, -10% energy heat, +10 structure to arms, +10 structure to STs, and +10 structure to legs. Which is still not good enough to make up for the lost firepower and speed.
Bottom line is: Current tech balance is bad, yo.
Edited by El Bandito, 10 October 2017 - 07:13 AM.