Charles Sennet, on 20 January 2018 - 06:58 AM, said:
So... when I read all the comments about Clan OP, I am forced to wonder why any IS mechs are taken in Quick Play or at all. Why bother taking equipment so (as argued time and time again) inferior? If Clans were so superior, then the QP teams with the most Clan mechs would win. Obviously that is not happening so why are these changes needed again? The notion of 12-v-12 does not imply that great a difference since overall balance seems to be reasonable (albeit different) based on base tech.
But, I am updating my list of IS advantages with this patch:
-IS has the fastest mech in the game available for C-Bills (matters for domination, conquest, and scouting)
-IS has the lightest mech in the game available for C-Bills (matters for drop deck options)
-IS has the tankiest mechs in the game (matters for objective modes like Siege and Domination)
-IS has the only 120 mech in the game (ANH with quirks)
-IS has the ability to fire 3 LL without ghost heat penalty (higher alpha-DPS at range)
-IS has a better skill tree with higher values in key regions
-IS has the only 50 pinpoint alpha in the game
-IS has much greater flexibility in weapons (RAC's, MRM's, Light Gauss,et al)
-IS has 300 extra tons in FP and 20 tons in scouting
Add to this 50% of Faction Play forces close range confrontations which naturally favors IS anyway. Now Clans mid-range advantage is under attack. What will be left for Clans once this is gone (seems to be PGI's long-term goal)?
The optics here would have been much better if PGI had at least taken the long overdue (since CW tech release) step of equalizing tonnages in Scouting.
Well in the interest of acknowledging the effort is to encourage balance rather than screw Clans for no good reason, can you at least acknowledge that clans still have some real advantages, making the techs *different*
Also:
Fastest mechs in game does not matter in in Domination, we are talking a second or two in difference making it to the circle. If you lose by a second or two, lacking a few kph is the least of your concerns.
-Seriously, try a footrace between the fastest clan and IS mechs, you'd be surprised at how little distance is gained in the run from DZ to circle.
Lightest mechs in game for cbills - fine I'll give that one *for now*, but you won't be able to cry about Locusts in 5-6 months and you'll also find out how fragile 20t is vs a streakboat, and if you think the queues won't be flooded with $$ purchased Piranha come Tuesday, you're kidding yourself.
3 LL no ghost heat, Sure, but my 3 ERLL Cougar can out range and out perform any 35 tom 3 LL IS mech because the DHS are better and small and can survive a torso loss with XL.
IS may have the only 50 pinpoint dmg but Clams get better poptarts.
IS has greater flexiblity? Do we have heavy Lasers? do we have micro lasers? do we have lighter weapons? smaller DHS? ATMs? can we take an XL and not think twice? Oh lets not forget our Omnipods.... oh wait....
IS gets 300 extra tons in FP... and that is helping us crush you at every turn? If memory serves, its only in th past month or so that we've actually *held our own* some phases instead of getting steamrolled every time.
Point here, Chuck, is not that Clans are OP, but trying to shine a light on the fact that sides are being balanced... at least thats the idea. It's easy to for some to ignore their own inherent advantages b/c the grass is greener on the other side. The price of them not continuing to tinker is to bring the avg W/L in FP close to 50/50 overall.
Also consider that almost every single thing in you list is a function of the fact that clan tech was outright superior out of the gate and made the game un-fun for anyone seeking a competitive experieince (clan or IS).
So perhaps we should have only Clan v Clan and IS v IS and not intermingle at.all. not if QP, not in FP.
Is that what people want?
Edited by MovinTarget, 20 January 2018 - 09:38 AM.