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Clan Mechs Vs Is Mechs; An Analysis


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#21 Liberator

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Posted 13 May 2013 - 04:28 AM

View PostPater Mors, on 12 May 2013 - 02:02 PM, said:

Just give me my Mad Cat and leave the customization how it is. I don't care if Clan Mech's aren't powerful compare to IS Mechs. I don't care if they are exactly the same customization-wise as IS Mech's. I don't really see any possible ways to balance Clan power Vs Inner Sphere in this game and keep anyone except for the hardcore BattleTech fans happy. CW will end up with everyone playing Clans and almost no one playing IS if the Mech designs follow proper BattleTech lore.

It would be nice to have a true to life real time BattleTech game but it's just simply not going to happen with MWO. If you introduce Clans as being more powerful and then let players play them, you might as well just take the Inner Sphere out of the game now.

The only people who will actually enjoy that are the long time BattleTech fans who are keen for RP and unfortunately, there's not enough of them available to justify catering solely to their needs. A new player who hasn't been introduced to BattleTech will not understand the dynamic and will quickly get sick of getting their butt handed to them by the clans. It's unfortunate, but that's just the way it is.


What if... Clan mechs and equipment becomes permanently destroyed?

So you can run about in "bad" IS mechs all day like now, but if you want to run a clan mech the loss might get costly.

The same can be true for weapons and components.

The reasoning for this is that clan stuff is rare and hard to replace while IS stuff gets pumped out all the time.

Edit: slang for pop was on the sensor list...

Edited by Liberator, 13 May 2013 - 04:36 AM.


#22 Novakaine

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Posted 13 May 2013 - 04:46 AM

There are no Clans.
The Clans do not exist.
They are a myth.
You have been warned.
FedCom MilSec

#23 Colddawg

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Posted 13 May 2013 - 12:10 PM

View PostLiberator, on 13 May 2013 - 04:28 AM, said:


What if... Clan mechs and equipment becomes permanently destroyed?

So you can run about in "bad" IS mechs all day like now, but if you want to run a clan mech the loss might get costly.

The same can be true for weapons and components.

The reasoning for this is that clan stuff is rare and hard to replace while IS stuff gets pumped out all the time.

Edit: slang for pop was on the sensor list...



Bad idea, no one would ever want to play clan tech nor clan factions if this was the case.

#24 Tarl Cabot

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Posted 13 May 2013 - 01:18 PM

View PostVassago Rain, on 12 May 2013 - 01:58 PM, said:


You can't mod omni-mech armor values, or engines, or structure, or any of the hardwired components. For instance, the puma has a flamer you can't take off.

I'm not gonna go into detail, but if they do things properly, and clan mechs take up more slots on your team, they won't be that much of a balance nightmare. If they don't, well.

Has PGI posted how clan mechs will be built/upgraded/modified in MWO? I know what a few of us do want with set items as you have listed but unfortunately I would not hold my breath.

If they follow the current model as they have with IS mechs, clan omni-mechs may have specific energy/ballistic/missile slots then slots labeled as omni that will allow the player put anything in that slot, or hopefully restrict those slots to 2 out of the 3 possible slots.

The main thing this game has going for it, with the introduction of the clans sometime in the future with clan mechs is that IS forces can drastically modify their mechs. If we were left with stock mechs (trial shows soo blah) battling stock clan mechs we would be in a world of hurt with a 12vs12 match.

#25 Liberator

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Posted 14 May 2013 - 04:14 AM

View PostColddawg, on 13 May 2013 - 12:10 PM, said:



Bad idea, no one would ever want to play clan tech nor clan factions if this was the case.


Are you sure? That clan gear is VERY good!
It was just a suggestion, not a clever idea.

If repair and rearm comes back that can be used to adjust clan mechs by making them expensive to run, but this will lead to only the economically strong players having "fun" and being able to field what they want.

It is hard to discuss such advanced features when even the basic game is not finished, so i suggest leaving the matter alone for now.





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