This is my impression too, infact for me IS mech has the edge 1vs1. But on 12vs12 I think 30km/h+ speed difference makes up for the other disadvantages.
And there I agree Naturally, the `12v12 game shakes things up, but 1v1, it would be a close fight hehe
They aren't, else I wouldn't have said that TDR wins on cooling, the range is the same too with quirks I've seen many of them ingame, they were doing ok but not as much as I would think, anyone using them doesn't help too, so there are more average pilots. I think that in the hands of a really great pilot that know what is gonna happen ahead, the TDR might be better even 12vs12, but on an avg player, the 34.7 km/h speed difference is very huge and will help a normal pilot much more then slightly better combat ability. With the clan laser buff I'd say clan VS IS is more balanced then it's ever been. Of course comparing a TDR with a SCR, that just few days ago was considered the best or second best mech ingame overall, shows how good these quirks are.
I believe the Stormcrow would win in a regular game, IMHO. Clan weapons still reach longer (unless I calculated the TDR bonuses wrong?) and he is faster, given both can have range modules and even counting the TDR bonuses, the Crow will be able to keep his distance and whittle away. Now, if we limit both in a standup fight under 300 metres on a open plain it becomes a different ballgame. Difficult.
My problem with the whole process is that some chassis are clearly better than others and that includes the clan chassis. I ran my first 12 battles in the Ice Ferret last night (4 x 2erll with TC1, 4 x ERML/1xSRM6, 4 x MPL) - 10 in group and 2 outside. 2 of those were really good (ERLL and ERML/SRM battles) and in fact it was a key player which fills you with hope... 10 were truly awful. So bad I just want to forget them. The arm hitboxes are horrendous weaknesses and I lost mine in most battles. Its almost like you have to tank with your side torsoes which are mostly expendable. The CT also attracts fire like nothing and I'm fairly sure I had a few matches where shots from the back were showing on my front, similar to the original SIB problems before they were patched, but I need to go to the test ground to check that with someone. Only in a single battle did I lose a side CT. I compare those hitboxes to the Stormcrow..... a different beast entirely as the SCR is so much better. On the good side of its general profile - I didn't have a problem with low arms. On the bad side - you're so large that you're a massive target for heavies. In matchs when I was hit and running .... I'd just take massive damage as the speed was irrelevant. Where I did better was when I could exit cover, fire, take cover. A problem I never had in a Cicada which is the closest IS mech. The Cicada 3M always feels like a heavier light, as a contrast the Ice Ferret felt like a low damage fast medium. Overall its a mech I'm interested to see how performs when doubled but its no Stormcrow or Thunderbolt or even Dragon. All things are not equal in chassis land.
Yeah it's the same problem with nova, it is barely viable now thanks to immense firepower, but for example in a SHD, let's say a jenner alphas at me from the front, I twist, and I'm yellow spread, maybe orange on some component. I do the same thing with a nova, and something is already red, some chassis can't be helped that much, even with quirks/specific weapon buffs. The TDR for example was nothing special before, but still tanked crazy, now that it gets offensive possibilities too it's a great chassis.
Yeah, I think it's the single arm mounted laser that's bothering me. For a 4x LLas build, I like to keep 2 LLas in each firing group. and on this build it just doesn't work well, so I have to go with 2+1+1 firing groups instead which also feels off.
There's also a problem in that your cooldown bonus is a great 25% bonus while your heat reduction is ... 12.5%. Obvious problem there. Mine is 2 LL and 2 ML and 2 SRM 4's as if gives me a balance of firepower, e.g. the ML are -25% heat reduction.
Somehow i got the feeling that the Quirks made the Hunchback a very deadly Brawling Monster among the IS Mediums, especially the 4P. Very much Bang for little Bucks and so... an even better premium choice for beginners. Thoughts?
I agree on the first part, they can hit hard and if the pilot is good they are relatively hard to kill. On the second part, I think I wouldn't call them premium for beginners simply because of the range, with all the firepower on the battlefield, 270m effective range is actually low, considering also they might miss the speed tweak.
One of the hardest things to do is have patience on a large map for the enemy to come into your effective range.
Agree, I'd suggest a CTF 4X to a beginner with the new quirks, cadet bonus should be enough with some other matches in trial. Full power @~700 meters, great dps, good armor and hitboxes, decent speed, and it's almost instant pinpoint with 30% speed added to ac5. The torsi even got a structure bonus so it's even more XL friendly.
Hmm, i think Beginners have problems with hitting Targets at high range. They rather try to brawl and go suicide runs on solo. That's my observations. I think, the more experience a beginner gathers the more he'd understand that most battles are won by high range punch trades with skillshots. Beginners have even problem with hitting at sub270m.
Based on my personal experience, in the beginning I could do much more damage with my ballistic jagers then brawlers. As soon as I got the triple chainsaw build (that you posted !) my whole results changed compared to 4P I had on an old account, I even broke 1000+ when on the 4P I was lucky if I did 400 damage. With these alpha monsters around I don't know if a new player can survive a lot in a brawl range too. Anyway I started with 4P, hated it, I went to Jagers on the new account and I was playing much better. Now I would play a 4P with a lot of pleasure if I had it, but at first I couldn't even get close to fire in the correct range The hardest for me was not hitting, but keeping the beam on, ballistics solved that. Another aspect as pointed out is patience, a new player wants to see how the game is, fire, do something, usually this ends up in suicides. With a mech with good range, but easy to use at short ranges too, he gets to fight early without suicide rushes. Ofc the easier choice is a SCR now, but I think we are talking about IS mechs. PS: Daaaammn I didn't look at 4X quirks before this chat, I want one now anyone tried that beast with the new quirks?
Yes but we are talking about the quirks and the ones for the 4P (9x E) are frightening.. Medium Laser Cooldown+15% Medium Laser Duration-15% Energy Weapon Heat Generation-10% and all that for little Bucks. You can't compare this Medium 1:1 with a Jager or Cataphract
There are pros and cons, but most newbies would be best off with dual guass something or other. Not too bad close in and great at range.