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Some Serious Questions Need To Be Answered Regarding Clan Tech


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#61 Corralis

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Posted 21 December 2013 - 03:36 PM

View PostStrum Wealh, on 21 December 2013 - 03:09 PM, said:

Because that's the way OmniMechs worked in TT/canon - the engine (both rating & engine type), structure (both type & locations of crits), armor (both armor type & locations of crits, as well as distribution of armor points), and a few other things (including fixed mounts for items that would otherwise be mounted in OmniTech pods - like the Flamer on the Puma and the first five Jump Jets on the Thor) are fixed and immutable, leaving a fixed tonnage and distribution of criticals as "pod space".
  • The Daishi has 50.50 tons of pod space available (50.5% of total mass) & carries 19 tons of Standard Armor (99% of maximum).
  • The Gladiator has 26.50 tons of pod space available (27.9% of total mass) & carries 13.5 tons of Clan FF Armor (88% of maximum).
  • The Masakari has 32.50 tons of pod space available (38.2% of total mass) & carries 13.5 tons of Clan FF Armor (98% of maximum).
  • The Man O' War has 21.50 tons of pod space available (26.9% of total mass) & carries 11 tons of Clan FF Armor (85% of maximum).
  • The Mad Cat has 27.50 tons of pod space available (36.7% of total mass) & carries 12 tons of Clan FF Armor (100% of maximum).
  • The Thor has 22.50 tons of pod space available (32.1% of total mass) & carries 9.5 tons of Clan FF Armor (84% of maximum).
  • The Loki has 28.50 tons of pod space available (43.9% of total mass) & carries 8 tons of Standard Armor (61% of maximum).
  • The Vulture has 28.00 tons of pod space available (46.7% of total mass) & carries 8.5 tons of Clan FF Armor (81% of maximum).
  • The Ryoken has 23.00 tons of pod space available (41.8% of total mass) & carries 9.5 tons of Clan FF Armor (98% of maximum).
  • The Black Hawk has 16.00 tons of pod space available (32.0% of total mass) & carries 10 tons of Standard Armor (95% of maximum).
  • The Fenris has 9.50 tons of pod space available (21.1% of total mass) & carries 7.5 tons of Clan FF Armor (94% of maximum).
  • The Dragonfly has 8.50 tons of pod space available (21.3% of total mass) & carries 7 tons of Clan FF Armor (98% of maximum).
  • The Puma has 16.00 tons of pod space available (45.7% of total mass) & carries 6 tons of Clan FF Armor (97% of maximum).
  • The Uller has 16.00 tons of pod space available (53.3% of total mass) & carries 4 tons of Clan FF Armor (72% of maximum).
  • The Koshi has 7.50 tons of pod space available (30.0% of total mass) & carries 3.5 tons of Clan FF Armor (75% of maximum).
  • The Dasher has 6.50 tons of pod space available (32.5% of total mass) & carries 2 tons of Clan FF Armor (55% of maximum).
Moreover, it is the specific characteristics and locations of the locked-down base components (and the resulting overall characteristics of the base 'Mech) that provides the needed differentiation for when when there will be multiple OmniMechs of the same mass/weight - that is what provides the reason beyond "smallest profile/smallest or most-broken hitboxes" for choosing a Fenris over a Shadow Cat or vice versa (as both are 45-ton Clan OmniMechs), or for choosing a Night Gyr over a Mad Cat or vise versa (as both are 75-ton Clan OmniMechs), or for choosing a Nobori-nin over a Black Hawk or vice versa (as both are 50-ton Clan OmniMechs), or for choosing an Uller over a Hankyu or vice versa (as both are 30-ton Clan OmniMechs).


I think the problem with Tabletop though is that it doesn't translate well to MW:O. Now I'm not gonna suggest that we forget TT rules and Canon but I think that especially with Clan Omni-Mechs', we need to consider not sticking rigidly to the rules of TT. I think for Clan mechs' specifically we need to be able to switch things like the engine and armor allocation because if not then IS mechs are just gonna be far better.

One guy above said that we should just keep all Clan tech super over-powered, that way everyone will use clan tech and the game will balance itself out. Not a terrible solution if I'm being honest but if this game comes down to permanent Clan on Clan action, it'll get stale very quickly. If we allow IS Mechs' to use Clan Tech, IS Mechs' will reign supreme over the Omni's.

One thing we should all try to remember is that however PGI attempt to balance Clan Tech, it's gonna be a real long process that could take us into 2015 and we should also remember that it's going to be a difficult job for them to try to balance the tech while keeping the flavour of Clan Tech. We all need to be patient when it comes down to it.

Anyway Merry Christmas and GO STEELERS!!! (you can still make the Play-offs)

#62 TibsVT

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Posted 01 January 2014 - 12:41 PM

Quote

Despite their benefits in flexibility and maintenance, OmniMechs have distinct limitations in regard to cost and logistics. OmniMechs are not fully modular. An OmniMech's structural components (its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech) are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech. While customization of these components is theoretically possible in the field, it is avoided as it hard-wires all the 'Mechs components and effectively transforms the OmniMech into a standard BattleMech. While they can be considered structural components, the lower-arm and hand actuators are themselves pod-mounted and easily removed to provide additional pod-space in the arms. However, the mounting points for them in the arms are also utilized by larger bore weaponry such as Gauss Rifles, Autocannons, and PPCs, so the lower-arm and hand must be removed to carry these weapon types an OmniMech's arms, hampering the close-combat abilities of these configurations.

With further regard to costs, even OmniMechs constructed from standard materials are more expensive than comparable BattleMechs of similar weight to both construct and field. While the initial invasion gave the impression that Clan toumans consisted solely of OmniMechs, even they can only afford to outfit their front-line units with them, with their so-called second-line forces generally fielding more cost effective standard BattleMechs, albeit utilizing superior Clan technology or old Star League designs.

The modular attachment points to mount OmniMech weaponry and equipment (equipment constructed in an OmniMech Pod) renders such equipment incompatible with standard BattleMechs. Even for identical classes and brands of equipment, only the ammunition can be used interchangeably. Adding or removing the Pod connections is possible but adds additional time to repairs. If weaponry and equipment are mounted on an OmniMech without an OmniPod, this equipment is fixed. For mixed units of BattleMechs and OmniMechs this adds an artificial separation and duplication in supply chains and logistics for spare parts.

Something for reference.

Edited by KelesK, 01 January 2014 - 12:45 PM.






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