Icaza, on 21 December 2011 - 01:25 PM, said:
So, right now they're saying that each team will have 12 players on a side which is 4 lances or a company. You know that we should really get 15 players per side when they introduce the Clans since a star has 5 mechs and a trinary has 3 stars. A trinary is roughly equivalent to a company so it only makes sense. Am I right? (Wow that was geeky.)
Xavier Truscott, on 21 December 2011 - 01:29 PM, said:
Yes, but the clans also were very much into fighting with less, so if IS brings 12, clan would have 10, or possibly less.
I would agree for the most part from a true Battletech viewpoint that 12 v 10 is more of what you would see. However without knowing more info on the game mechanics, it would be hard to say what would be best when compairing Clan Omni tech to IS Tech. I would like to remind that any Clan Tech in the Battletech game would also take Clan Omni's and give them the advantage of being able to repair quickly (in a matter of Hours) compaired to the IS Mech (that repair in a matter of Days). This is one of the advantages that really cant be compaired in a MMO. Look at it in a MMO perspective, as who would want to wait Days for an IS mech (or Hours simulated MMO time) to Hours for a Clan Omni (or minutes simulated in a MMO) to be repaired.
The argument about Clan Tech being vastly overpowered also needs to be kept in perspective. Remembr for every Clan weapon, the only advantage they have is Range and Damage, you are not takeing the Heat into account. If you are compairing Rage and damage with heat these weapons also have Huge Heat disadvantatges to give them those range and damage bonuses. The amount of Heat sinks needed to run with these weapons need to be included with the loadout, and that can be quit a disadvantage as well. And as previously mentioned, once you get inside a range where both sides can fire, the range and damage bonuses you are giveing them goes to the IS as they can fire without generateing as much heat.
Also, remember when you make a IS mech, the best mech designs are based on the normal Heat sinks the Engines have, thats 10 or (20) heat disipation for normal mechs. Clans when using lasers in any quantity, have to add Heat Sinks to reduce the excessive heat all of their wepons generate even with double heat sinks. Even with the normal Double Heat sinks giveing a 20 disipation, anyone who knows Clan Mechs will still have a time fireing any long range weapons for long, as the heat will soon limit out. The extra heat sinks needed to reduce the heat generated takes up not only Weight, but Crit spaces as well. Thats alot, and there is really no difference in Armor protection for clan mechs vs IS, with the exception of fewer Crits used with Special Chasis internals or Advanced types of Armor, but the weight is still the same for the armor. Those extra Crits saved for Clan Mechs are for Heat Sink placement.
So with all this said, I still think a 12 vs 10 is more likely in this MMO, as the Omni really only has a limited amount of advantage, and until we know for sure what is being introduced, its hard to say it should be anything else.
Edited by Adian HDragon Vordermark, 25 December 2011 - 08:10 AM.