Roland09, on 14 November 2017 - 10:42 AM, said:
Oh, not at all.
I am not of the opinion that Clans enjoy unsurmountable advantages, especially in scouting. I do not understand why you would come to this view.
Why nonsense?
The reason why is that solutions were offered and were met with, from you and others, attempts at refuting them. Despite being valid pieces of information.
What if I told you the best way to counter Clan advantages would be to
stop trying to beat them at their own game? IS have superior armor quirks, generally have superior hitboxes that promote armor rolling, their SRMs and ACs are far more accurate and either deal more effective damage as a result, or straight up deal more damage, period. They also run cooler on a per trigger pull basis.
They do have downsides that the Clans do not. However the Clan advantages are not as easily leveraged in scouting mode as a result of the speeds and engagement ranges. Higher heat curves due to hotter weapons, similar dissipation rates in scouting mode due to a need to overwhelm armor quirks with firepower at the cost of cooling, wider spread on brawling weapons, and lower access to pinpoint damage placement are all things that IS pilots need to consider. In the case of laserboats like the Nova, heat issues compound even more than normal, and burn duration needs to be considered. If the beam has a duration, that is forced facetime that Clan mech needs to have, and a window to spread the damage being inflicted by the IS pilot. A 50% larger alpha is worth a hell of a lot less than the alternative if the alpha is spread across three or four armor sections, when the smaller alpha hits only one or two.
By all means, the IS holds many massive advantages against the Clans in a brawl. In fact, with the fixed engines most Clan mechs have, many of the current IS mediums move slightly faster, even. The presence of structure and armor quirks means that legging is the preferred way to off IS mechs, making XL engines significantly safer for IS mechs in scouting. This gives speed, and, in turn, the ability to outpace or outmaneuver the Clan mechs in order to control the flow of the fight, somewhat.
Further, there are more dropship diving options available to the IS, due to extremely fast ECM capable lights. It's virtually impossible to stop a dedicated IS dive team as a Clan player since you can't easily locate them in the first place, and have very little warning or opportunity to kill them when you do. I mean, I hate the concept of diving, and it gives bad rewards, but it is there as a solid IS option.
Concerns about legs exploding instantly is about equal with focused fire from both techlines. Clan vs IS and IS vs Clans, if two mechs focus one leg, expect it to explode pretty much instantly. Regardless of tech. It isn't worth whining about because it's all things equal, here.
That said, I generally have no unusual issue fighting IS mechs with Clan mechs in scouting. It all boils down to people focusing fire and aiming for legs. It feels
incredibly equal. It's just that it should, in theory, actually be easier for the IS to do the job than Clans. Further, since it is all about legging, and since the 55 ton options we have and will have eventually actually bring less firepower and larger legs, it wouldn't hurt to add them back to the list of mechs the Clans can take for the mode. As it is, there are better options, but it is always nice to have options, regardless.
Edited by Pariah Devalis, 14 November 2017 - 11:10 AM.