One obvious way, which could easily be done in a gamemode called "Canon" or "Roleplay", is to deny any rewards from a game for a clan player if he engaged multiple opponents at the same time. If a clan player targets a enemy, other team members would get a "already claimed sign of some sort" when trying to target that player. But that's a pipe dream.
On alpine peaks it's a nightmare, clanners can just rape you there with the range and damage. Some awesome games are already coming out, found on official forum, he said he used no consumables : they still lost tho
This morning I thought it would be a nice idea to drop in a splatcat. As expected I dropped on Alpine peaks.
BTW, when a side torso is blown out of a Clan Mech, there should be a massive heat spike due to the damaged reactor shielding. In the TT a Mech produces 5 Heat points per Reactor slot damaged, every round. So, there should some 10 heat points be generated constantly in those Clan Mechs. Can you verify this?
I voted: Better!!! (Reason?) The reason is even though clanners get all their huge weapons and the ability to use more huger weapons then the inner sphere is that they aren't the most mobile of mechs my hunchbacks will run in circles around nova cats and dire wolfs and war hawks and the clan xl engines do still hurt but the best is that THERE ARE NO MORE POPTARTS (well theres not a booming lot like the old meta days).
Did you say? http://mwo.smurfy-net.de/mechlab#i=165&l=c54d140f2a5c67b6cb125b9045a6a22bec63eefa (it even was flagged "hot" on Smurfy)
hmm i have the feeling that since the clans are here there are more poptarts and lrm boats than ever (well clanners always need the easy mode to boast of their skills (no insulting intented just a little nagging of a clan disliker)). These Thors and Mad Cats are kinda like spammed with their jjs and poptard or/and lrm builds.
I voted better, why? Simply because I've seen less camping and poptarting. In my games at least, people seem to want to fight more and close. Clan players seem to want to fight more. The previous meta of camp,camp, poptart, camp cost my unit over half it's members-they simply logged off and didn't come back to the game. The #1 reason cited was the timid playerbase and sheer scale of the camping. For me at least, it seems to have lessened with the clantech.
I agree with Kamiko, after almost a week of playing, I find the games better and more enjoyable (except for alpha'd 2erppc/2gauss direwolves). There are always at least 2 timberwolves on each team and rarely do I see them straight poptarting like victors.
I do agree with the comment that they are slower. As for JJ, actually the amount of JJ is quite high, of the 8 mechs released you get half of them with the ability to equip JJ. AMS is on the low side though, since you often have to swap out a good hardpoint or two for AMS. Another con is thatfor the lazy you can run the builf for all three variants. basically once you have done going basic for the chassis you can sell all but one of them (usually just keep the one with a CT hardpoint). Usually there is absolutely no difference. Good "special" CT are: NVA-S(AMS), ALL TimberWolf(1E, 1B or JJ), WHK-B(1M), DWF-B(1E) I think the whole "4+ weapon groups" thing is just bull. I mean you should not be running stock anyways. (Many stock build IS mech are pieces of shit since they use SHS)
http://mwo.smurfy-net.de/mechlab#i=193&l=f0473f8471d0537218650db3a3bba963afb5080c something like this I guess, he said he had 4 ERLLAS and 2x Streak 6. must have fired a lot of LLas and then used all ammo in the final part of the match
I changed my vote from well balanced to better. Not much to say, literally the matches have simply been better despite any possible imbalances. ANYTHING that causes more fun in this game is a "better" vote from me
Ok, after almost two weeks of clans war, I finally confirm my first impression. As time pass by, I saw clan mech users finishing almost always with the highest scores and kills. Sure some times, I manage to achieve a good score, or another IS mech, but with their better mobility, good armor, better weapons and heat management, they just have too much advantages for an IS mech to compete. I don't speak of some exceptions like ATLAS DDC and other ECM carriers, or poptarting builds, but globally, IS mechs can match this combination of high mobility with high damage at all range. I have try lots of mech, from cicada to banshee, and the result is almost the same. My main frustration point is the fact taht even in an assault, if you make just a small error of placement, you are shredded into pieces before having time to go to cover. I can not say I am a good pilot, but I should not have gone from a mid to high result in my games to almost always low results without an unballanced design of new mechs. I hope the patch of this evening will show some advance in this way (like resolving the hit registration issue on TBR) but I think I will stop playing MWO if there is not, as I feel really frustrated to not be able to have a real impact on every game.
While I have 3 clan mechs in my stable (Summoner, Timberwolf, Direwolf) I find I just don't play them all that much. The Summoner being the one I use the most, and surprisingly to me just a few modifications to the Prime variant to give me more ammo for the LBX. The first thing i thought to myself after taking a 3 month hiatus and jumping into a match with a stock Timber Wolf Prime with no pilot skills and earning a 700+dmg game was.... that was lucky. But I did it consistently all week. Clan Mechs are very powerful, and it's just how the tech is when you borrow from the original material. DBL heat sinks taking up 2 slots makes a world of difference, especially when most weapons take up less slots too. The amount of sheer firepower you can load onto a Daishi is just sickening. Thank god it's so slow. That being said, the mechs I fear the most on the battle field right now have been the Shadow Hawks, the Timber Wolf, and the Atlas. Shadow Hawk pilots seem to know how to get the most out of their mechs and they hit hard. Timberwolves are quick, agile, and are very versatile making them good from everything from the LRM engagement, to pop tart, to brawl. And then facing an Atlas has always been scary for me. I've also switched back to my VTR-9S, VTR-DS, and HGN-773C builds. My 773C with AC20 SRM and PPC mix being the most lethal. All three mechs doing quite a lot of damage when required against the clans. Having the speed seems to be what keeps IS mechs competitive. Moving at 80+kph and having jets on my Victors has been quite helpful.