Charles Sennet, on 07 November 2017 - 02:11 PM, said:
As it now broken in favor of IS.... there simply is little justification for durability quirks and 20 tons more (4 pilots x 5 tons). Sadly though bringing back 5 tons for Clans won't fix the issue as the SCR's cannot stand up to BSW's as they are currently constituted in-game.
You can kill a BSW by legging it. It's got 7 extra armor in each leg. 7. That's it. Shoot him at range or dance him a bit.
Run a Laservomit HBK IIC, Run a SCat with 2 HLLs and 6 LMGs. Peel the legs armor at range with something faster. Scout effectively before you engage.
It's also mostly torso weapons, take a Huntsman with 4xSRM6A, 2 MPLs and 2 HSMls for a 75 pt alpha and stay jumpy.
I have 0 issue with BSWs. Assassins? Those are a problem.
Use range, use speed. If brawling focus fire and keep high alphas - if you're focusing fire then DPS becomes irrelevant compared to alpha - the point is that you're killing 1 or 2 enemies before a higher sustained DPS becomes relevant.
Dakota1000, on 07 November 2017 - 07:04 PM, said:
I've done a lot of math between the builds that shows the Bushwacker just being better and also had many fights against the Nova with the Bushwacker, even in more controlled 1v1 situations, the Bushwacker just makes the Nova look weak in comparison.
I remember playing the 12 CSPL Nova back when the lasers all did 6 damage each and you had 2 DPS per laser, that's back when it was decent and would have had a chance against the Bushwacker. But this piddly 4 damage per laser and 1.6 DPS just doesn't cut it.
With 165m optimal range its really going to have problems when the Bushwacker can go and get in a free alpha due to range while having an alpha's worth of extra armor sitting around while having a free alpha of damage from the rocket launchers. That's like 3 free alphas it has over you and it only takes 2 to remove a leg, except for you actually, those CSPLs only have 48 damage per alpha, two of them leaves the bushwacker with 9 health left on the leg.
You run 12 ERSMLs and 4 LMGs. For scouting 1 or 1.5 tons of ammo is enough. It makes up the 9 health for the leg.
Jumping is also a huge component people ignore. As a team you play rope a dope; you all focus fire the same guy, right? legging. Whatever person he shoots.... jumps. He loses a firing cycle or three switching targets while the guy jumping switches before he hits the ground, assuming his 3 teammates will finish guy 1.
Teamwork OP I know but Clans also have range and mobility on IS. 7 extra armor on each leg really, really isn't enough to swing a win in team v team.
Run 2 mechs with more range oriented weapons, 2 people in Vipers or Scats (or one of each). You can also do 2 brawling Huntsmen and 2x the HLL/LMG Scats. Stay tight, get early hits on legs with the lasers outside brawling range. You'll eliminate their armor advantage before they even get a shot off.
The return of the Scrow wouldn't really impact us at all. We've got better choices now and the SPLs that made the Scrow strong are no longer worth it.