Radbane, on 06 July 2015 - 01:23 AM, said:
Replies with Italic font in quote.
I see pros and cons with all lasers, AC's and LRM's. PPC's, Gauss and SRM's on the other hand are clearly better on the clan side, and would need to be tweaked.
Oh well, I know it would double my joy while building mechs. I like choices =)
Why not split the post, so we can reply to the sections easily?
1- The LPL is used for long range burst. While the IS MPLs are used for short range burst, where they outperform their C-counterpoarts.
2- The IS AC 20 might be bigger, but it's more effective in short range over the C-UAC 20. (Not as much now that the firing rate had been adjusted, but the advantage is still in favor of IS.
The problem here is that you're not noticing that IS weapons will compensate for clan weapon drawbacks, and vice versa. The mechs will have no ranges where they are not opitmal.
As for variety of IS weapons on clan mechs. Not as much. Here's why: We wouldn't really see that many clan mechs, unless we're talking IIC mechs. Save for maybe the TBR, SCR, and DWF. Simply because being able to swap upgrades, AND use clan weapons, and engines, ends up being too much of an advantage. Other than those three clan mechs, (Maybe the EBJ as well), and the IIC mechs. Everyone will be running IS battlemechs, with a compliment of clan weapons (and maybe some IS weapons that are better than their counterparts in the preferred range of engagement).
It takes min/maxing to a whole new level.
Every instance of cross-tech so far, has been negative. MW:O's implementation of mechanics will make it no different. (You'd see large clan LRMs on lights, and maybe mediums and IS LRMs on larger mediums, and above, btw).
Whatever short comings one battery of weapons has, the other one can counteract it. That TBR build I listed with the mixed MPLs? You'd use the clan ones at long range. At short range you'd use the IS ones, and when you have the heat, you alpha both for fantastic damage, with less heat.
(Also, heat isn't really comparable on the MPLs. IS ones have no ghost heat limit, and generate 4 heat. While clan ones generate 6 heat, and have a Ghost heat limit.)
TL;DR: you mix both weapon types, and have no drawbacks on your design. Long range clan weapons, short range IS weapons. Clan SRMs all around, IS LRM launchers on heavies, and assaults, with clan LRM launchers on IS lights
Oh, and clan DHS EVERYWHERE. Mix tech also includes mixed upgrades. Like using C-FF, and C-Endo on an IS mech. Not a single IS mech will run around without using both (we already use Endo [14 slots] on 90% of our builds, C-Endo+FF = 14 slots).
Not worth the trouble