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Clan At The End Of Its Ropes

Balance

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#1 Dregian Bloodwrath

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Posted 02 October 2018 - 07:54 AM

so i have noticed that with the lrm buff evry second mech is now a lrm boat which makes brawling obsolete as when you are in a assault. you always have a 80% to get killed by 4 to 6 lrm bouts before you even reach the battle specially on the now dredded polar highlands now with IS constantly complaining about clan alphas being so high and clan weapons getting nerves once again regardless the fact that 6 annihilators almost kill of 2 drops in fp... and I've seen 1 anni take on 2 asaults and a heavy and walk away from that fight ... clan tech which is suppose to be stronger than Is tech in order to get thru all that armor IS has .. is it save to say that the age of clan as far as mwo is concerned is coming to a end? let's face it more armor than clan and now the fire power nerv on clan side ... Will we be seeing a locust withstand the full force from a direwolfs alpa and run away with scratched paint? armor wise clan has nothing even close to capable of going toe to toe with a anni plus IS HAS heavy gauss and rotorys for the anni to use against clan mechs who are becoming more and more useless with every nerv phi throws at clan... so at days day's end clan will be no more and houses will be fighting amongst themselves once more standing on the edge of the maps shooting lrms at each other ... maybe change the name to lrmwo? dont get me wrong the lrm buff was a nice idea in theory but i dont think anyone from pgi has actually gone into a real battle to see what its really like out there in the warzone

Edited by Dregian Bloodwrath, 02 October 2018 - 08:14 AM.


#2 Variant1

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Posted 02 October 2018 - 08:06 AM

anni has high armor because of its low engien size and easy to hit hitboxes, not exactly a god tier mech but its good. All clanners have to do is focus it down(shouldnt be hard considering its a giant slow moving target). Clan despite the nerfs still has much better equipment compared to is, they have longer range that they can engage and much better alpha strike weapons then is. Also the clan bias is strong here i think this also might be a troll post. dire full alpha strike will kill a locust no problem, it just has to hit. as for lrms they have always been used, they aint weak they simply the most used weapon due to low skill requirments

#3 Dregian Bloodwrath

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Posted 02 October 2018 - 08:11 AM

lol was only making a joke about the locust though

#4 B0oN

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Posted 02 October 2018 - 08:12 AM

Nothing new to see here, keep moving, ladies and gents .

#5 K O Z A K

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Posted 02 October 2018 - 08:14 AM

View PostDregian Bloodwrath, on 02 October 2018 - 07:54 AM, said:

lrmwo


lmao, that's a good one

for reals though balance is good, IS has plenty of strengths and weaknesses and so does clan. I'm sure you'll get all the usual spherophiles and clam apologists here each presenting their own totally not biased version of why IS OP and clan OP with this topic though

#6 Eisenhorne

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Posted 02 October 2018 - 08:15 AM

I'm assuming you're talking about Faction Play.

First of all, brawling has been obsolete for a very long time. This isn't new. Clans haven't been especially good at brawling anyway. If you're better than your opponents by a significant margin in skill you can get away with a brawl push, but it's not ideal. Orion IICs, Linebackers, Arctic Wolves, Piranhas, all very good close-in fighters that can go toe to toe with IS mechs. Annihilators are good, but hellbringers fry them. Poke, burn them with a laser alpha, get back into cover, repeat. EZ.

Mad cat II's have extremely good firepower as well, great at blowing through IS heavies and assaults, though they have trouble with Annihlators and Fafnirs, you really need the more maneuverable Hellbringers / Ebon Jaguars to take them out with laser pokes.

Clan ERLL boats have very good range and firepower as well. Much longer burn time than IS mechs like battlemasters, but 6 ERLL mechs like the SNV or MAD-IIC have great range and can deal 66 damage per salvo (fire lasers in sets of 2, waiting .5 sec between sets), and can fire it twice before overheating. Very good mechs.

I've just started playing clan mechs in FP (less than 500 invasion games so far) but I've found they have distinct advantages over IS mechs in certain engagements, you just need to make the most of those advantages.

#7 Dregian Bloodwrath

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Posted 02 October 2018 - 08:19 AM

i agree both sides have good and weak points i just like to stir the pot a little and get clan all up in IS face and at the same time wondering when we going to drop the missiles and go back face smashing each other like the good old days Posted Image

#8 Nightbird

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Posted 02 October 2018 - 08:43 AM

You know what map it's going to be in FP, bring appropriate mechs or not, but don't complain if the other team does and you don't.

#9 El Bandito

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Posted 02 October 2018 - 08:51 AM

View PostDregian Bloodwrath, on 02 October 2018 - 08:19 AM, said:

i agree both sides have good and weak points i just like to stir the pot a little and get clan all up in IS face and at the same time wondering when we going to drop the missiles and go back face smashing each other like the good old days Posted Image


Linebacker/Arctic Wolf/Ice Ferret/any fast Clan Light rush is a thing. Clans can brawl, just with more mobility.

Edited by El Bandito, 02 October 2018 - 08:53 AM.


#10 Mole

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Posted 02 October 2018 - 09:49 AM

What's this? An LRM OP thread and an IS OP thread in one? Hoo boy.

#11 LordBraxton

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Posted 02 October 2018 - 11:13 AM

Posted Image

#12 VonBruinwald

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Posted 02 October 2018 - 11:36 AM

View PostDregian Bloodwrath, on 02 October 2018 - 07:54 AM, said:

clan tech which is suppose to be stronger than Is tech in order to get thru all that armor IS has .. is it save to say that the age of clan as far as mwo is concerned is coming to a end? let's face it more armor than clan and now the fire power nerv on clan side … so at days day's end clan will be no more and houses will be fighting amongst themselves once more


When Clan tech was introduced it was OP, Clan loyalists claimed they played Clan for "lore reasons"; nothing to do with the tech crutch. IS loyalists got their butts kicked but stayed loyal to save face (and loyalty points).

<<Buffs and nerfs... buffs and nerfs>>

Clan tech is no longer OP, Clan loyalists complain their mechs aren't OP... threaten to jump ship. So much for those "lore reasons".

#13 Mystere

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Posted 02 October 2018 - 11:40 AM

View PostVariant1, on 02 October 2018 - 08:06 AM, said:

All clanners have to do is focus it down …


Did anyone else spot the irony in this statement? Posted Image

#14 Mole

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Posted 02 October 2018 - 12:31 PM

View PostMystere, on 02 October 2018 - 11:40 AM, said:


Did anyone else spot the irony in this statement? Posted Image


I'm not sure. Is the irony that the guy is saying it's not overpowered because it requires the entire team's immediate attention to kill it?

#15 Novakaine

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Posted 02 October 2018 - 12:35 PM

Pro-Tip.
Real slow equates to real dead.
Lurms buffs?
You got to be kidding.

#16 Mole

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Posted 02 October 2018 - 12:39 PM

View PostNovakaine, on 02 October 2018 - 12:35 PM, said:

Pro-Tip.
Real slow equates to real dead.
Lurms buffs?
You got to be kidding.


What LRM buffs is he even talking about? The only change to LRMs I was aware of was a narrowing of the cone in which you could hold a lock, which I would consider to be a nerf.

#17 Spheroid

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Posted 02 October 2018 - 12:49 PM

What a silly post. Clans have some great equipment. Get good.

#18 Holy Jackson

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Posted 02 October 2018 - 01:06 PM

I really enjoy the "bury them under IS armor" vs "drown them with clan pew pew dakka splat" balance.

Clans are still running at a -15 ton handicap, so if the metrics reflect that the IS has a definite win advantage, I think they could start closing that down to even tonnage.

I'm pretty sure if clan FP drop decks were upped to 265 right now though, it would be still a bit lopsided. clan assaults are powerful.

#19 Eisenhorne

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Posted 02 October 2018 - 01:13 PM

View PostHoly Jackson, on 02 October 2018 - 01:06 PM, said:

I really enjoy the "bury them under IS armor" vs "drown them with clan pew pew dakka splat" balance.

Clans are still running at a -15 ton handicap, so if the metrics reflect that the IS has a definite win advantage, I think they could start closing that down to even tonnage.

I'm pretty sure if clan FP drop decks were upped to 265 right now though, it would be still a bit lopsided. clan assaults are powerful.


It's a 10 ton handicap. You can do some nasty decks with 255 tons as a clanner though...

You can do -

Kodiak - Hellbringer - Hellbringer - Piranha

Marauder IIC - Marauder IIC - Hellbringer - Piranha

Mad Cat II - Mad Cat II - Hunchback/Stormcrow - Piranha/Mist Lynx

3x 65 tonners (Ebon, Hellbringer, Linebacker) - Mad Dog

Lots of very nasty combinations. The Piranha makes a lot of them possible, because it punches well above it's 20 ton weight.

#20 gooddragon2

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Posted 02 October 2018 - 03:45 PM

What ever happened to the linebacker rush I'd been hearing about in the past?





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