mrmike5234, on 11 April 2018 - 10:39 AM, said:
I can honestly say I'm getting tired of the IS tonnage, weapon(dual heavy gauss for instance)structure and armor(quirks and stealth) advantages.
Waiting twenty minutes for a FW match and see twelve Anny's push you out of the circle in domination is not my idea of fun.
Or just a few Anny's and assorted assaults waltz in and destroy you, your gens and omega in just a few minutes.
On incursion twelve Assassins rush the base, usually getting it on the first try. Or like A41 and 31HR, just bring four waves of assassins and success is guaranteed. No practice, no talent required.
Take two evenly matched teams and IS has the definite advantage.
I know PGI won't change anything as there is a reason things are the way they are, its just I can't figure it out.
I really like FW, but less as of late.
I guess all that whining and crying IS has done for years has finally paid off.
Thank you for your time.
mrmike5234
cmon mike, most of those points relate more to one side being more organized than the other not the IS/Clan FP balance (which is surprisingly good right now imo)
- I can't remember the last time I waited for 20 minutes for a FP match, I'd probably give up and do something else after 10. If one team drops 12 of the same assault against an average poorly communicating group the result is the same, you can argue dropping 12 MK2s will have a similar effect as 12 annis in an average drop
- Just like a team dropping 12 linebackers (granted slight advantage IS due to best mech for this bs being 20kph faster), but the problem with this is the game mode, incursion needs to disappear from FP, it was obviously not designed with pre selectible decks/respawns in mind, and just doesn't work
- Taking 2 evenly matched teams, the advantage will be Clan or IS depending on the map/game mode, I can definitely think of some map/mode combinations that currently favor IS and others that favor clan
- The whining leading to changes is very much a thing, and I hope we can keep the whining levels fairly equal from both sides these days so as to not ruin the asymmetrical balance that is in place right now
Overall I'd say today in FP winning as clan requires more personal pilot skill and winning as IS requires more team cohesion, groups that have both pilot skill and team cohesion do really well whether they play clan or IS. Reasons being: kiting is more difficult than pushing, returning effective fire while retreating (which is what clan mechs are best at on average) requires significantly more player skill than pushing forward (which is what IS mechs are best at on average). On the flip side trading/kiting requires less team cohesion to be effective than having 12 mechs push together in unison, which IS has to do. My points relate only to average FP matches of fairly even opponents, and there are certainly outlier mechs that make certain specific engagement types balance different (such as BLRs for IS and LBKs for clan). Of course if you have a well coordinated team of high end pilots you can basically do w/e you want against a disorganized low skill group and win every time despite the respective strengths and weaknesses of IS/Clan.