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


#1
Posted 02 October 2018 - 07:54 AM
#2
Posted 02 October 2018 - 08:06 AM
#3
Posted 02 October 2018 - 08:11 AM
#4
Posted 02 October 2018 - 08:12 AM
#5
Posted 02 October 2018 - 08:14 AM
Dregian Bloodwrath, on 02 October 2018 - 07:54 AM, said:
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
Posted 02 October 2018 - 08:15 AM
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
Posted 02 October 2018 - 08:19 AM

#8
Posted 02 October 2018 - 08:43 AM
#9
Posted 02 October 2018 - 08:51 AM
Dregian Bloodwrath, on 02 October 2018 - 08:19 AM, said:

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
Posted 02 October 2018 - 09:49 AM
#11
Posted 02 October 2018 - 11:13 AM

#12
Posted 02 October 2018 - 11:36 AM
Dregian Bloodwrath, on 02 October 2018 - 07:54 AM, said:
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".
#15
Posted 02 October 2018 - 12:35 PM
Real slow equates to real dead.
Lurms buffs?
You got to be kidding.
#16
Posted 02 October 2018 - 12:39 PM
Novakaine, on 02 October 2018 - 12:35 PM, said:
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
Posted 02 October 2018 - 12:49 PM
#18
Posted 02 October 2018 - 01:06 PM
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
Posted 02 October 2018 - 01:13 PM
Holy Jackson, on 02 October 2018 - 01:06 PM, said:
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
Posted 02 October 2018 - 03:45 PM
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