I'd like to suggest that we don't get to play clanners. I can only pick to be aligned with IS powers. Maybe we just get to buy some weapons that are really expensive.


How Would You Balance Clan Tech?
Started by AlmightyAeng, Apr 19 2013 07:27 AM
85 replies to this topic
#81
Posted 19 April 2013 - 05:32 PM
#82
Posted 19 April 2013 - 06:51 PM
How would I balance clan tech?
Simply!
Clan laser weapons have +30%~ more damage, so they get +20% longer beam duration.
Clan LRM's have no minimum range, but they would move in a line directly towards the target, so it was impossible to fire indirectly with them. Indirect fire is dishonourable.
Give the Clan ERPPC a charge time, similar to how it was in the SNES Mechwarrior game. Tap the fire button and it fire a 10 damage shot for 10 heat like a normal PPC, hold the fire button down for 1 second and it fires a 15 damage shot for 15 heat. Hold it down for 3-4 seconds and the weapon explodes doing 35 (20+the shot) damage to the sections internals and destroying the weapon. It has precedent in Mechwarrior 3050 (SNES) and you just know that these things are going to get boated so this helps alleviate that. It also makes the ever desired CERPPC cool and unique.
Clan ballistics have less ammo per ton. IS weapons normally get 150 damage per ton and the Ultra weapons get 125, in contrast Clan LBX weapons should get 125 damage per ton and their Ultras get 100. Clanners carry enough ammo for a duel, IS mechs carry enough ammo for a battle, and it helps balance the significantly lighter clan ballistics.
Clan SRM's are fine so long as they keep the current spread pattern. If anyone is going to get reasonably accurate SRM's that are chain fired, I'd rather it be the IS.
SSRM's in general should be made more susceptible to AMS so the SSRM's lose 1 missile for 75m under AMS fire. Up close the SSRM6 wouldn't be much better than a normal SRM6, but it would suffer high attrition when used from long range..
Clanner Ferro would act exactly the same as IS ferro does now, but IS ferro would increase the armour cap by 12% along with it's weight savings. Clan designs are traditionally less armoured than IS designs and this would help enforce that, and it would help balance the fact that IS ferro is twice the size and currently worthless.
Clan XL's and Endo act exactly like they do in lore so the clan mechs are still significantly better than IS ones and not just complete side grades, so we have enough unbalance so two lance vs 1 star asymmetrical balancing is still viable.
Clan DHS act exactly like the IS ones, 0.2 in the engine and 0.14 outside, but they would keep their reduced size at 2 crit slots. Heat is heat, and this leaves us with a nice solid base line if cross tech is ever introduced.
Simply!
Clan laser weapons have +30%~ more damage, so they get +20% longer beam duration.
Clan LRM's have no minimum range, but they would move in a line directly towards the target, so it was impossible to fire indirectly with them. Indirect fire is dishonourable.
Give the Clan ERPPC a charge time, similar to how it was in the SNES Mechwarrior game. Tap the fire button and it fire a 10 damage shot for 10 heat like a normal PPC, hold the fire button down for 1 second and it fires a 15 damage shot for 15 heat. Hold it down for 3-4 seconds and the weapon explodes doing 35 (20+the shot) damage to the sections internals and destroying the weapon. It has precedent in Mechwarrior 3050 (SNES) and you just know that these things are going to get boated so this helps alleviate that. It also makes the ever desired CERPPC cool and unique.
Clan ballistics have less ammo per ton. IS weapons normally get 150 damage per ton and the Ultra weapons get 125, in contrast Clan LBX weapons should get 125 damage per ton and their Ultras get 100. Clanners carry enough ammo for a duel, IS mechs carry enough ammo for a battle, and it helps balance the significantly lighter clan ballistics.
Clan SRM's are fine so long as they keep the current spread pattern. If anyone is going to get reasonably accurate SRM's that are chain fired, I'd rather it be the IS.
SSRM's in general should be made more susceptible to AMS so the SSRM's lose 1 missile for 75m under AMS fire. Up close the SSRM6 wouldn't be much better than a normal SRM6, but it would suffer high attrition when used from long range..
Clanner Ferro would act exactly the same as IS ferro does now, but IS ferro would increase the armour cap by 12% along with it's weight savings. Clan designs are traditionally less armoured than IS designs and this would help enforce that, and it would help balance the fact that IS ferro is twice the size and currently worthless.
Clan XL's and Endo act exactly like they do in lore so the clan mechs are still significantly better than IS ones and not just complete side grades, so we have enough unbalance so two lance vs 1 star asymmetrical balancing is still viable.
Clan DHS act exactly like the IS ones, 0.2 in the engine and 0.14 outside, but they would keep their reduced size at 2 crit slots. Heat is heat, and this leaves us with a nice solid base line if cross tech is ever introduced.
Edited by CheeseThief, 19 April 2013 - 06:58 PM.
#83
Posted 19 April 2013 - 07:38 PM
Heinreich, on 19 April 2013 - 11:00 AM, said:
Clanners still win that one easily. 1 star vs 2 lances would still favor the clanners depending on the composition. 1 star vs 3 lances on the other hand... would be fun given the right composition?

5v8 should see the clans lose every single time. A binary vs a company would be more balanced. The IS have nearly a 40% larger team in a 5v8. Clan tech can't overcome that.
#84
Posted 19 April 2013 - 09:38 PM
Smk, on 19 April 2013 - 07:38 PM, said:
5v8 should see the clans lose every single time. A binary vs a company would be more balanced. The IS have nearly a 40% larger team in a 5v8. Clan tech can't overcome that.
So your saying you've never played battletech and have no idea what your saying. Got it!
#86
Posted 20 April 2013 - 07:54 AM
Sadistic Savior, on 19 April 2013 - 02:16 PM, said:
Has anyone explained why simple numbers will not fix this "problem"?
8x12...balanced. Why will that not work?
8x12...balanced. Why will that not work?
What if 40 % of the players are IS and 60 % of the players are IS? 20 % of the players get the "match-not-found" message?
Of course, that's a general problem. If we have faction imbalance (and that is not an unusual problem in PvP games with factions), how do you get the matches together?
Oh... Community Warfare... so many perils.
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