Charles Sennet, on 27 November 2017 - 04:57 AM, said:
Russ himself offered the explanation when he told everyone that the drop deck tonnage was not being reduced for IS after all because the population had swung back to Clans. We need to stop balancing FP for population and, instead, balance it assuming teams of equal skill. That is not what we have now.
As far as durability vs firepower... IS' durability is free with no cost (free extra tonnage, free extra quirks both compounded by skill tree) while the firepower carries a cost (heat mostly). Yes, Clans have bigger alpha but that can be deceiving. The 6 ERLL Battlemaster is a perfect example. On long range maps, Clans have no answer for it. It can't fire 3 ERLL's at once. The 1G allows IS to fire more often, at longer ranges, shorter duration (not to mention higher mounts) than anything Clans have. So it carries less heatsinks, big deal. That is not enough of a setback in actual matches. IS has a huge advantage in any objective-based game mode. The Annihilator allows IS teams to walk into an area in a way that no Clan mech can match. Then we look at IS Mediums. The Assassin is god-like right now. Talk about a mech that did not need extra durability quirks. There is no Clan mech of equal tonnage that stands a chance against this thing. For that matter the Assassin can take down a lot of mechs are higher tonnages than itself (and keep in mind Clans have less tons to begin with). IS owns long-range and short range. That leaves the middle, where Clans still have some advantage but even that is getting murky with very strong IS mechs with both offensive and defensive quirks.
The Bushwacker in Scouting? It single-handily gives IS a lot of wins there. Doesn't even matter that much that Clans can't bring Stormcrows. It can't hold up to the Bushwacker. I could go on and on. Scouting its painfully obvious the tonnages should be the same otherwise you might as well give IS the Scouting bonuses permanently. In Invasion, I'm not saying IS and Clan tonnage should be equal but 300 extra tons is too much. That's what it was before CW tech helped IS considerably (engines, ERML's etc.). Then CW tech happened and there was no adjustment?!? Yikes. The difference should be more like 120 tons and where the population is should have no bearing on actual game balance. Leave that to contract rewards and some new IS factions.
So Clan lasers do 11 damage each, IS do 9 each. They are also 1 ton lighter. If a Clan gets 6 ERLLS (SNV for example) he's only spent 24 tons and 6 slots instead of 30 tons and 12 slots. He can not only get 6 extra DHS, because of CXL, CEndo and CFF he can literally take enough extra DHS to run 3x3 and eat the ghost heat. That's why the only ERLL assault you see in competitive play, where they could take BLR or SNV, is the SNV. Even with the lower arms - because it's so drastically superior for firepower.
What's awesome though is you don't actually need to. HLL and CERMLs are punching at 600m stronger than the 6 ERLL can by a huge margin, more heat effective and way better damage/tic. The answer to the 85 ton BLR is either poptart Summoners or 2 HLL, X CERML (depending on mech) HBR/EBJ/whatever floats your boat. The 100m range difference you need to cover is literally 3 seconds of travel time for any Clan mech (being significantly faster than IS mechs) meaning you just move up to 500-600m cover. You *could* do a 3x CERLL HBR and since they can't do 6xERLLs at once still win trades, because you can fire 3xCERLL for 33 damage and fade and the 6xERLL BLR can do 3x3 but will do less than 33 damage to you before your 1.17 (with burn duration quirks) burn finishes.
The point is that you don't have to. Take Linebackers and just go kill all of them. Most of the decent teams can do that on Polar consistently.
Annihilator is, at best, mediocre. My laservomit MAD IIC can kill one in two alphas to the big prominent CT head. Two people can easily focus one down in a hurry, and do. It's slow, vulnerable and carries at best mediocre firepower for its tonnage. If it comes face to face with a Dire Wolf the Dire will (if it doesn't have a **** build) kill the Anni (oh noes, dat extra health/structure!) before it's lost all of its armor on a single location. That's because it can do more damage in 2 alphas than the total buffed health of the Annis CT, which due to hitboxes on the head and the tip of its shark nose body, it can not protect.
The Assassin is a very strong medium right now. Hitboxes are either wonky or just insanely small. No question - however it's got a weak payload. It absolutely does *not* own brawling - ffs, use streaks if your aim is bad enough you just can't kill one. A 50 ton Huntsman can take an incredible 6 xSSRM6 - many of us do just to farm damage on wave 3.
If you can't beat a Bushie in a Stormcrow I don't know what to tell you. If you have Bushies, friend me and we'll 1 v 1 and I'll beat you repeatedly in a Huntsman, a Nova and an HBK IIC. They're tanky but any decently well designed Clan mech will just demolish it based on higher alpha.
Look at the map and the leaderboards for units. All the best performing units are dominating in Clans and have been. Even with the tonnage difference. 2 HLL and 6xCERML is 78 damage and because of flat out superior Clan tech does more damage/tic, more alpha, more DPS, better cooling, more Alpha than anything the IS fields from 600m or less.
I'm not trying to measure epeens or insult you here but literally everyone who's performing at the highest levels of this game has said and continues to say Clans are superior. Every single actual metric for it, from who actually wins in FW (go look at who's winning phases, go look at units win/loss) to what mechs get picked for competitive play to what the best performing mechs in leaderboard events are to the actual math as put up countless times by people like Tarogato, Yevonne Greene, Mcgral and others has made it clear.
If you're not winning in Clans against IS it's literally because you're either not doing a good job making your mechs and deck or you're playing/positioning poorly. Clans have a significant (but not insurmountable) tech advantage. Even when Clans were OPAF at release they were never a guaranteed win - tech advantage isn't a magic bullet. Good teams in trial mechs can beat bad teams in meta. That's irrelevant to balance.
The reality is that balance is off and in favor of Clans, not by a little bit either. If you're not seeing that it's a good indication that you're either building mechs wrong or playing them wrong.