MischiefSC, on 27 November 2017 - 02:52 PM, said:
Okay. I'm the first to say that balance is off in favor of the Clans, has been since the nerfs to IS about the time of the KDK3 release and has gotten worse over time.
However LRMs are terrible. If you're dying to LRMs you're playing wrong.
Strategy and tactics is the name of the game in FW. It's how you handle every single map/mode and there's strats for every single map/mode combo from each side. The worst situation at all is attacking Boreal in Siege; that's the single most one-sided situation to be in and you can still do it, it's just hard. At one time it was Domination on Alpine, because the circle was in a place where one side was utterly ****** trying to get in it. Now that it's removed it's back to attacking Boreal.
A lot of this seems to come down to experience and skills, which are something you develop with time and ideally with the help of other experienced players. I strongly recommend getting on a TS hub and playing with a group and asking for help with builds.
Im telling you, there is a skill ceiling cap due to fundamental properties of the game.
When both teams are extremely skilled, it comes down to gear. The skill level of the individual doesn't matter cause the game use heatcap that takes around 60 seconds to cool off on most maps.
Making one faction have inferior gear and tell them to "git gud" facing people with atleast the same level of skill with superior gear, ISNT good game design. Infact the very idea is a deadly sin for a game designer.
Most maps are also very hot, which makes IS weaponry just as hot as clans, which makes them exceptionally inferior. And drags down your heat disipation down to 0.9 no matter what setup you have. heatsinks are useless bricks on average due to this.
But, If you get pushed in to close combat and have 1 or 2 derpy potatoes on your team, you get rolled no matter what faction you play for.
Theres no way to compensate for weak links in the team. The gamemodes in game forces IS to play in ways its extreamly inferior to clans.
I personally like the attack defend maps, but they are not made with actual level design in mind.
Incorperating the average mech designs and properties from both teams, placing vantage and disadvantage points on the level. Every vantage point needs another spot which gives them a disadvantage in order to counter it. so it can be countered. - This wouldnt be an issue if PGI would allow you to create a SET of loadouts for your mechs beforehand so you can choose with your setup for each mech before drop.
But again if you have no weak links and you play in full FW unit drops and are super serious, clans have the absolute upperhand.
death by LRM in FW = Playing it wrong: no map layouts and objectives makes it impossible to beat 12 lurmboats, its not possible. Try it, i faced it quite frequently and if they have one spotter, youre fuged as theres no tall cover on most maps, and a narc spells instant death, this is for everyone, not just clans. And then you get the most idiotic gamemode ever like "domination" which is always placed in an open death cauldron with no cover at all, where one team get a small piece of cover due to bad map design which means you win the game by spawning on the good side of the map.
If you know what i mean by saying "RUSH F7"
Example on LRM hell, i see this quite often and on most maps that have chokepoints which they force you to push through - you cant. You can wait for the clock to run out and lose.
Edited by Fishbaws, 28 November 2017 - 12:13 AM.