Tranderas, on 11 June 2018 - 01:01 PM, said:
You don't seem to understand that the reason clan has higher alpha and marginally higher dps is to compensate for the fact that IS has armor quirks. It's not raw DPS vs DPS- it's dps as a percentage of a mech's health, and alpha vs sustain, and ability to deal damage that is effective vs trivial damage.
Your initial assumption- that clans have higher damage per heat than IS so clan is imbalanced- is flawed on these grounds. Therefore, any conclusion you make from it is also inherently flawed.
You need to go back to the drawing board on this. And honestly, if you want to reduce the effect of high-alpha clan laser vomit and increase time to kill- both of which are goals you and Paul have put forth- the best place to start is giving us mobility back. The ability to twist torsos to spread damage among multiple components is a direct counter to the clan strategy.
Further: If you want clans to stop using laser vomit so much, you need to give them something to use as an alternative. The changes you've proposed in the past, and in this post, would make IS objectively better than clan. Instead of taking a nerf bat to everything that you deem too powerful- which, as established above, is an incorrect assumption to begin with- buff some other things. Give me a different weapon system that's just as good. Don't nerf lasers or gauss, buff UACs or ACs. Give me a series of mechs with SRM quirks. Give me AC quirks. Stop making me feel smaller and less powerful in this game about piloting massive, powerful robots.
THIS.
IS annihilator with skills has nearly 1.5 time the tank and 80 damage alpha strike (dual HGR + 6xERML), clanners has little to no bonus to tank and a 92 alpha strike with very long cooldown and massive heat.
I mostly played IS and seeing the clan nerfed would only leave the clanners with no real strong option to counter IS builds.
IS are generally cooler, tankier and better apply damage (shorter laser duration, less bullets in UACs).
LRMs and ATMs? Countered by AMS and good use of cover
Laser vomit builds? Can be countered by high mobility/speed or good torso twist, maybe increase laser duration and keep overall DPS if you really feel to. If you face tank a HLL, you are doing it wrong. If you have to face tank because you are using a homing weapon, it's your choice to use such "low effort" weapon compared to one that actually requires aim... That's also one of the reasons why "poptarting" with ATMs is not as efficient as with other pinpoint weapons.
TBF, adding GR and PPCs in the same heat scale group IMHO was needed: poptarting was too efficient because left little to no room for counters. Laser vomit builds, instead, MUST face you and expose for the entire duration of the lasers plus the movement to expose themselves and hide back. They have a greater vulnerability windows, even if small.
If you buff brawl weapons or make other weapons usable, you will start to take the steps in the right direction: what this game need is variety, not flee back to un-nerfed weapons.
Also, to prove even further than clanners do NOT need nerfs, just look at Solaris: how many clan meta mechs are there in the top 20 for ANY division? Not even a handful.
Division 1: annihilator party. Any clan mech get rekt (EDIT: with the only exception of an artic wolf full SRM boat which is a natural counter to big and fat assaults, so IMHO it does not count)
Division 2: only 1 warhawk dual LBX20 + 3xSRM6 and 1 Night Gyr AC2/LBX2 boat.
Division 3: only 1 shadow cat ECM poptart with NARC
Division 4 to 7: never seen a clan win against any of my mech, neither seen one in the top 20 leaderboard.
Why not nerf AC2, then? They look dominant in any division in solaris due do low slot consumption (which means endosteel and ferrofibrous, further increasing available tonnage), low heat and high DPS output.
Clanners do NOT need that nerf if you don't make other weapon systems anywhere useful: reduce 1 bullet per burst of non ultra-autocannos, change the UAC node bonus to reduced jam time instead of chance, actually make the same skill tree for both factions instead of the current "clan can't skill as good as IS", make brawl / short range weapons actually viable if you manage to get close to a target and even if you have taken some sustained fire...
There is plenty you can do to improve the game, but it's ALWAYS better to buff something useless to increase variety than to nerf something players got used to that do not completely break the game or actually need skills (aiming and positioning) to make it worth while.
Edited by CarloArmato, 12 June 2018 - 06:25 AM.