Questions About Clan/is Technology
#1
Posted 11 March 2013 - 11:40 AM
1. Will merc groups be able to use both IS and clan technology as they are not technically affiliated?
2. Do you think they will implement trial clan mechs or will the current IS trials be stomped even worse than they do now?
3. How do you enforce technology separation when the entire player base has bought and spent Cbills and in many cases MC and real money on IS mechs? Are you going to want to leave behind the hero mechs that you spent a good deal of money on.
4. Do you think players will be locked out of certain tech based on faction? The reason I don't think this is so is because players will want to spend money without being limited. Tech will likely not be compatible literally between IS and clan mechs, however, I can see players with both mech types within their garage. Those who want a literally interpretation of the lore will be appalled, however, it makes the most sense in terms of economics.
-k
#2
Posted 11 March 2013 - 11:41 AM
Patience, grasshopper.
#3
Posted 11 March 2013 - 11:45 AM
Edited by Odins Fist, 11 March 2013 - 11:46 AM.
#4
Posted 11 March 2013 - 11:47 AM
-k
Odins Fist, on 11 March 2013 - 11:45 AM, said:
Yet people are posting on balance threads as if they are making the game design. The main point is an economic one, both on our part in terms of what we've bought and paid for, and on the devs, as far as maximizing what they can sell to their customers. Locking players out of content will not be good for business (and neither will massive imbalances).
-k
#5
Posted 11 March 2013 - 11:49 AM
Kdogg788, on 11 March 2013 - 11:47 AM, said:
.
"EXACTLY" .... I just said "PURE CONJECTURE" that's all it is. Don't hold your breath for any kind of concrete answers to your questions..
Edited by Odins Fist, 11 March 2013 - 11:51 AM.
#6
Posted 11 March 2013 - 11:56 AM
Kdogg788, on 11 March 2013 - 11:40 AM, said:
Mercs absolutely DO have an affiliation: Inner Sphere. Mercs do not exist amongst the clans, and some of the clans refuse to even take mercs as bondsmen, regarding them as half a cut better than bandit lords.
#7
Posted 11 March 2013 - 11:56 AM
-k
#8
Posted 11 March 2013 - 11:58 AM
#9
Posted 11 March 2013 - 11:59 AM
Edited by Odins Fist, 11 March 2013 - 12:00 PM.
#10
Posted 11 March 2013 - 12:34 PM
The Clans do not exist.
They are a myth.
You have been warned.
FedCom MilSec
#11
Posted 11 March 2013 - 12:47 PM
Kdogg788, on 11 March 2013 - 11:47 AM, said:
-k
Yet people are posting on balance threads as if they are making the game design. The main point is an economic one, both on our part in terms of what we've bought and paid for, and on the devs, as far as maximizing what they can sell to their customers. Locking players out of content will not be good for business (and neither will massive imbalances).
-k
Seeing as you have never faced the clans on the table top, or were even alive when they introduced the clans. I can tell you now from first hand experience, as I was there when FASA had release games at conventions around the US. And the Inner Sphere mechs dont stand a chance against the Clans. We had 12 players running 1 mech each, Inner Sphere mechs, with some lost tech smattered in the mix. We were aloud to choose any mech out of a redacted TRO3050 book. The GMs who were FASA reps, ran 5 Clan mechs vs our 12. We lost 12 mechs hands down, we killed 1, just 1 clan mech, and it was a Uller.
Just how nasty are the clans, a 60 ton Clan mech, the Vulture aka Mad Dog, in its prime configuration can dish out over 60 points of damage in an alpha strike, and not overheat and shutdown, while running 81kph! Now lets compare that to the Dragon in game, hell even a Grand Dragon, which can at best put out 30pts of damage in an alpha and run up one third of the heat bar, almost to overheat and shutdown.
This is a lower end heavy clan mech and not even the most powerful.
Hell the light mech Puma aka Adder can do 15pts per shot per ERPPC, and it has 2 of them and will still run 96kph! All the while staying neatly out of your best weapons range with those ERPPCs, which have an additional 30-120m range over the Inner Sphere versions.
The clan tech is just better, in every way over the inner sphere. So if they let people put it on their current builds, you will have everyone running clan tech and no one but noobs running IS tech. And if thats what they intended then why didnt they just have a Clan only server.
#12
Posted 11 March 2013 - 12:56 PM
Sayyid, on 11 March 2013 - 12:47 PM, said:
Clan ERPPCs have the same range as their Inner Sphere cousins.
#13
Posted 11 March 2013 - 01:58 PM
1. Nobody knows...
2. Nobody knows...
3. Nobody knows...
4. Nobody knows...
#14
Posted 11 March 2013 - 02:02 PM
Belorion, on 11 March 2013 - 01:58 PM, said:
1. Nobody knows...
2. Nobody knows...
3. Nobody knows...
4. Nobody knows...
Bah. The devs probably have a decent idea since they've got to be coding on it. But then, they're playing it smart and not saying much about it until they have a better idea what and when they can deliver. Stunning, right?
#15
Posted 11 March 2013 - 02:06 PM
#16
Posted 11 March 2013 - 02:09 PM
#17
Posted 11 March 2013 - 02:12 PM
2: Unknown
3: Unknown
4: Unlikely
To sum it up we do not know and the devs are not in a position where they feel they can release that info. I am sure that there will be a e-mail going out when they post the info. Also keep an eye on the Facebook, twitter and forums.
#18
Posted 11 March 2013 - 02:29 PM
Kdogg788, on 11 March 2013 - 11:56 AM, said:
Doesn't matter who followed what how well. All that matters is what's decided by the guys who said there'd be no coolant flushes since that negates the heat system (then turned around and added wieghtless, no-crit-space coolant flushes).
#19
Posted 11 March 2013 - 02:35 PM
There was one clan that became something of a merchant group to the IS after the IS destroys the smoke jaguar clan during MW3. And from looking online there are a whole slew of IS mechs that get upgraded with clan tech during the IS assault to destroy the jags.
Also in at least the last 2 MW games you've been able to slap your mech full of clan tech regardless of it's origin.
#20
Posted 11 March 2013 - 10:10 PM
Sayyid, on 11 March 2013 - 12:47 PM, said:
Seeing as you have never faced the clans on the table top, or were even alive when they introduced the clans. I can tell you now from first hand experience, as I was there when FASA had release games at conventions around the US. And the Inner Sphere mechs dont stand a chance against the Clans. We had 12 players running 1 mech each, Inner Sphere mechs, with some lost tech smattered in the mix. We were aloud to choose any mech out of a redacted TRO3050 book. The GMs who were FASA reps, ran 5 Clan mechs vs our 12. We lost 12 mechs hands down, we killed 1, just 1 clan mech, and it was a Uller.
Just how nasty are the clans, a 60 ton Clan mech, the Vulture aka Mad Dog, in its prime configuration can dish out over 60 points of damage in an alpha strike, and not overheat and shutdown, while running 81kph! Now lets compare that to the Dragon in game, hell even a Grand Dragon, which can at best put out 30pts of damage in an alpha and run up one third of the heat bar, almost to overheat and shutdown.
This is a lower end heavy clan mech and not even the most powerful.
Hell the light mech Puma aka Adder can do 15pts per shot per ERPPC, and it has 2 of them and will still run 96kph! All the while staying neatly out of your best weapons range with those ERPPCs, which have an additional 30-120m range over the Inner Sphere versions.
The clan tech is just better, in every way over the inner sphere. So if they let people put it on their current builds, you will have everyone running clan tech and no one but noobs running IS tech. And if thats what they intended then why didnt they just have a Clan only server.
Right when I was a kid there was no such thing as clans. Hell, even the gauss wasn't in my original rule book. People are going to freak when their $20 hero mechs are no longer viable whatsoever. The only consolation is that the clan tech is so expensive it will not be an automatic upgrade for everyone. The mad cat, which I understand is the clan mech most are waiting for goes for somewhere in the region of 25 million c bills or possibly 8 to 9000 MC.
-k
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