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Use Heat To Balance Clan Tech


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Poll: Balance Clan tech with heat? (77 member(s) have cast votes)

IS DHS = 2.0, CDHS=1.4

  1. Yes (2 votes [2.60%] - View)

    Percentage of vote: 2.60%

  2. No (42 votes [54.55%] - View)

    Percentage of vote: 54.55%

  3. You're nuts (33 votes [42.86%] - View)

    Percentage of vote: 42.86%

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#41 Zerberus

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Posted 19 April 2013 - 07:33 AM

View PostFupDup, on 19 April 2013 - 07:18 AM, said:

You don't need extra DHS if you're using Gauss, UAC, and/or Streaks. Stop ignoring this.



The fact that Clanners will at least be able to change their weapons means they will gravitate towards those weapons above to avoid the issues of having a fixed number of heatsinks. That's my argument and it's a helluva lot more tangible than what you're presenting. You keep assuming that they're going to be running horrible weapon loads like the Nova Prime.


And at the same time, you are assuming that they will be carrying loatouts that would either blow the reactor all the way to Terra or cause sutdowns like AC2 fire (*edit* My bad, I appear to have inflected another member`S post into yours, sry), or be so heavy that there`s no tonnage for an appreciable ammunition bin. You are also ignoring that many weapons are hardwired to the chassis and cannot be changed at all, for ex the laser array of a DW. 50 tons of podspace on a dire wolf = 4 cgauss rifles weigh 48 tons. Wtf am I supposed to do with 5 alpha strikes? Laugh the enemy to death?

I continue to maintain that we are both equally right, and equally wrong, until we actually see and can pilot the fioirst clan mechs.

Edited by Zerberus, 19 April 2013 - 07:39 AM.


#42 Taemien

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Posted 19 April 2013 - 12:40 PM

View PostFupDup, on 19 April 2013 - 05:43 AM, said:

What about most official maps in MWO?

While we do have mostly short-range maps right now in MWO, pretty much everyone plays sniper trenches on them. Also, Clan UACs and Streaks (and LBX after we get slug rounds) are going to dominate close combat.


There's more cover and taller hills in MWO. Players just don't use them. This is why I haven't had issues with sniper configs.

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Clan weapon heat is identical to IS weapon heat (IS standard lasers are not the equivalent of ER lasers for either faction, they can't be directly compared that easily). Nobody in MWO is going to leave their ER laser spamming stock variants intact. Everyone is going to min-max cram in as many Clan Gauss, UAC, and/or Streaks as possible and then throw in a few IS Large Lasers Clan ER Medium Lasers.


You're assuming they'll allow mixtech, its too early to say that. I don't think they will, but I won't get into that specific debate, there's other threads about that.

Clan Weapon heat is not the same, at least not yet. We have no reason to believe that a Clan ER Large Laser won't start at its 12 heat 10 damage canon specification. Compared to the IS ER Large laser's 9.5 heat and 9 damage, its slightly less efficient One could argue there's a range advantage, and there is, but that is largely mitigated by cover. But if advantage was largely true, we would see ERLL used over LL exclusively. Which isn't the case.

Lets not forget these heat issues are magnified by how DHS work in MWO. DHS are the clans main way of dealing with their higher heat weapons. This has already been nerfed since Closed Beta.

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The strength of a Clan mech in MWO is not going to be the same as the strength of a Clan mech in TT. Here, we have convergence and min-maxing...things that didn't exist in TT (min-maxing cost a lot of money in TT but here it's free if you own the equipment). Maybe they'll be weaker here. Maybe they'll be stronger here. We can't make this judgement based on random-variable board games from the 80's. We have to judge it based on MWO's FPS mechanics.


They have converging weapons in TT too with the effects of a Targeting Computer. A Daishi with 2 Gauss and 2 Heavy Large Lasers is capable of delivering a 62pt alpha to the CT. But you are right that its harder to judge how they will work. But I can speak from experience. There's no reason Clans should simply be twice as good as IS. They haven't been in other MechWarrior games. I don't believe they will be here.

As I've said in other threads, I've been stomping clans with IS tech since my Freshman year in High School, I see no reason why that won't continue here.

#43 Vaktor

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Posted 19 April 2013 - 12:43 PM

Clan tech is better tech... it is not going to be balanced and that is the way it should be...well not balanced mech to mech anyway

#44 KitK

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Posted 19 April 2013 - 01:10 PM

While interesting, it is counter-intuitive to the BT universe. Though I should be careful because I suspect we may see quite a bit of counter-intuitive Clan implementation. Why? Two reasons.

1.) Brian has been clear that whatever comes out will be an "interpretation" of the BT rule set. Meaning he is leaving the door ajar to ideas that will make it work properly for the game.

2.) PGI has been collaberating with R. Bills on this issue. He conceded on a NGNG pod cast that the Clan equipment didn't pan out the way he wanted, and some later equipment releases were meant to show what should have been (my understanding of what he said). Based on this collaberation, PGI's perception, understanding and subsequent interpretation of Clan equipment may be quite different from what us lore-mongers are expecting to be the default.

I wouldn't be suprised to see Clan LRMs with full 180m minimum ranges, ER large lasers producing the heat of a large heavy laser without the damage boost, and very restricted hardpoints.

#45 Training Instructor

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Posted 19 April 2013 - 01:17 PM

I'm already irritated that the DHS are only 1.4. It indicates a massive fail in the initial game planning.

#46 Lightfoot

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Posted 19 April 2013 - 01:53 PM

All DHS should be 2.0. Clan Tech is just better.

What would be better would be earning Salvage Rights for working for the Inner Sphere Houses. After so many Salvage credits are earned you can buy a repaired piece of Clan Tech for your IS Mech. That preserves some of the RP without too much deviation making Clan tech hard to get for IS mechs, but not never, ever.

If you go no cross-tech at all, well, you have my sympathies.





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