

The Gauntlet Has Been Thrown Down… Do Your Worst.
#1
Posted 21 June 2013 - 11:24 AM
This apparent lack of forethought has prompted me to make this post, which I hope the community will participate in. I am calling on my fellow Beta testers to reveal their most vicious, nasty Clan Mech configurations early. I think we need to show PGI what exactly is around the corner. I will start off with the configuration I imagined while reading the stacking heat penalty post, where I just scratched my head wondering why they hadn't thought of this already.
Warhawk at 85 tons
Internal components
Internal Structure = 4.25 tons with 7 critical slots for endo-steel
Cockpit = 3 tons
Engine = 16.5 tons with 4 critical slots for a 340XL [2 per each side torso]
Heat sinks [21x double] = 11 tons and 16 critical slots [3 heat sinks within engine]
Gyro = 4 tons
Armour = 13.25 tons with 7 critical slots for ferro-fibrous armour
Weapons/Ammunition/Equipment
2x ER PPC = 12 tons and 4 critical slots
2x Large Pulse Laser = 12 tons and 4 critical slots
2x ER Large Laser = 8 tons and 2 critical slots
Active Probe = 1 ton and 1 critical slot
The first thing that jumps out is the 70 point alpha strike capabilities, at range, and the 21 double heat sinks the Mech carries. I cannot imagine that firing a pair of any heavy weapons will result in a stacking heat penalty, thus the three versions of heavy long-range weapons. It has good ground speed with the 340XL engine and, if needed for additional heat sinks, the engine could be downgraded to a 325XL. The chassis can support an additional double heat sink, bringing the total to 22. [Depending on arm actuators, there might be additional room for two more double heat sinks.] While the alpha strike has high heat, the load out provides excellent flexibility to handle high heat situations while the Mech cools off and waits for the next beautiful alpha strike opportunity.
I know this is a rather simple example, so I'd really love to see some of the other brutal game-bending Mech configurations I know you fine people have already dreamed up. I haven't even touched on Streaks, LRMs or the smaller Laser classes. I can already envision Mechs with 6x Medium Pulse Laser and 6x ER Medium Lasers, pushing out 84 damage alpha strikes that may or may not result in a stacking heat penalty. Not to be outdone by dual Ultra AC/20 builds, or Gauss Rifle possibilities of course.
Let’s shine a light on what the Meta game might look like when Clan technology becomes available, if the heat system and weapon convergence stay as is. I cannot imagine that too many mechs will be able to withstand the punishment for any length of time.
#2
Posted 21 June 2013 - 11:25 AM
This is worse. Do. Not. Want. Dropping that to 8xUAC/2s, maxing out armor, increasing heat efficiency, and adding a couple backup weapons would make it absolutely unstoppable.
Edit: And, of course, my obligatory spam for how to fix it.
Edited by Homeless Bill, 21 June 2013 - 11:49 AM.
#3
Posted 21 June 2013 - 11:27 AM
#5
Posted 21 June 2013 - 11:30 AM
#6
Posted 21 June 2013 - 11:32 AM
The Masakari Prime and Widowmaker Daishi are scary enough. The Ryoken with UAC/20 and 6 ERML could be nasty too. 97kph 82 pt alpha strike.
#7
Posted 21 June 2013 - 11:32 AM
#8
Posted 21 June 2013 - 11:39 AM
Clan LRM 20. 5 Tons, 4 Crit slots, and no minimum range.
Enjoy 120 LRMs in your face from 45 meters away. DEAD.
Mechs that can mount 3 UAC 20
Streak SRM 6.
complete Clan apocalypse. I personally dont want clan tech in the game. It will ruin any type of gameplay we have.
Oh also forgot my favorite 1
Clan ER Medium vs IS Large laser.
http://www.sarna.net/wiki/Large_laser 5 ton 8 damage 2 crit slot 8 Heat Identical ranges
http://www.sarna.net...ER_Medium_Laser 1 ton 7 damage 1 crit slot 5 Heat Identical ranges.
Oh, another great part Both ENDO and Ferro each take 7 slots for 14 total, instead of 28 like the IS, and Clan Ferro is better than IS ferro.
2 slot double heatsinks.
It is impossible to balance this stuff. PGI should have picked a more recent timeline where IS and Clan technologies are on a similar level, with IS ahead in a few areas, we would have multiple types of armor, better ACs and other lasers that would fill so many different freaking roles for all mechs.
Edited by Braggart, 21 June 2013 - 11:43 AM.
#9
Posted 21 June 2013 - 11:39 AM
http://www.sarna.net/wiki/Nova
Edited by Blackadder, 21 June 2013 - 11:41 AM.
#10
Posted 21 June 2013 - 11:46 AM
Well let's look at why:
UAC/5 programming -> Potential problems any IS and Clan UAC/2, UAC/10, UAC/20
Streaks programming, autobot aim -> Potential problems any IS and Clan SSRM4, SSRM6
Lrms probably.
Imagine a future RAC/2 or RAC/5 with the mechanic of "front loading damage weapons": RAC's fire 6x as fast, which PGI would 'interpret' as a burst of 6 two damage shells (12 damage, 3x as fast as UAC), or a RAC/5 as a burst of 6 five damage shells (30 Damage, 3x as fast as UAC)
So as we can see current balance problems OR Design Choices creates massive problems later. Its the snowball affect, and its not just those weapons. Its practically everything from ECM to Heat Sink implementation, and to an extent or fundamental rebalancing of LB 10-X, MGs, Flamers, and NARC.
"Clan Tech" is only perceived to be "op" by very obvious problems with the current "Balance Meta."
Edited by General Taskeen, 21 June 2013 - 11:52 AM.
#11
Posted 21 June 2013 - 11:48 AM
CancR, on 21 June 2013 - 11:30 AM, said:
It is simple to get a lot of likes, that don't mean the post was actually good.
Funny likes get the most... sometime, a rare stroke of luck will occur and people will want to prove this point by feverishly liking a completely random post... (like mine).
I will attempt to prove this point:
Gentlemen, bring on the like spam!
#12
Posted 21 June 2013 - 11:51 AM
XL400 Engine, 26 DHS (!!!), and EIGHT ER LARGE LASERS.
In TT, it would overheat instantly, though it can fire up to half its arsenal safely with a very long range. In this, it'll be worse than a 6PPC Stalker in that it will do more damage (Probably 10 or 11 damage per laser) with 9.50-12 heat per laser, depending how they handle it.
Edited by NotEnoughDakkaDakka, 21 June 2013 - 11:51 AM.
#13
Posted 21 June 2013 - 11:51 AM
#14
Posted 21 June 2013 - 11:54 AM
General Taskeen, on 21 June 2013 - 11:46 AM, said:
ummm clan tech was unbalanced in tabletop. They did it on purpose.
There was a reason you could field nearly twice as many mechs as your enemy in IS vs Clan matches.
That does not translate to MWO at all. Because clans still have weapons that will destroy a mech in seconds. Twice as many players does not remedy that. No one wants to pilot a IS mech only to get CT cored in seconds because you came out of cover. Everyone will simply want to roflstomp multiple enemies with ease. You can see it in the current meta where everyone focuses on the cheese, well Clan tech, not kraft is the cheesiest.
Without radical changes and basically curb stomping lore. You cannot balance Clan tech in a Competitive game.
Edited by Braggart, 21 June 2013 - 11:56 AM.
#15
Posted 21 June 2013 - 11:56 AM
The Clans are a myth.
The Clans do not exist.
You have been warned.
Fedcom MilSec
#16
Posted 21 June 2013 - 12:02 PM
For ***** and giggles; Dire Wolf has 50.5 tons free for weapons and is a full blown omnimech (no hard point type limitations conceivable - maybe hard point COUNT limitations, but anything should be able to go anywhere a weapon hard point is, crits permitting.)
Lets pretend we're using the primary configuration which has a minimum of 11 hardpoints.
I ended up with 2x ERPPC 2x Gauss for a 60 point alpha, 300 XL engine with MASC (allowing it to move like a 400 XL), 6 tons of Gauss ammo, and running cool on 20 double heatsinks with 70 heat capacity (can alpha twice before it has to cool down - capable of easily coring any assault in 2-3 hits, and can fire the Gauss no issues after the 2nd alpha, possibly an ERPPC, so you're looking at a 60/60/45 for a non shutdown fire, possibly 60/60/60/30 if the cooling is strong enough).
Basically, it's the 6x PPC stalker on crack. Additionally, the 'heat scaling' wont do anything to hurt it.
Heat capacity seriously needs to be reworked, it's just too powerful.
Edited by Monky, 21 June 2013 - 12:04 PM.
#17
Posted 21 June 2013 - 12:09 PM
So yeah, if we fight clan forces under the same numbers and "Balancing" as we have now, clan wil win every time. They're totally OP and insane.
But do you really think this is how it's going to happen?
IF clan tech is not nerfed, then some other balancing element will be introduced. The most classic is numbers: 8 vs 12, or 10 vs 12. That can easily restore the balance.
In any case, SOMETHING will be in place to balance the two factions. They are NOT going to include clan tech without balancing it somehow. It's just not happening.
Thank you.
#18
Posted 21 June 2013 - 12:15 PM
Itkovian, on 21 June 2013 - 12:09 PM, said:
So yeah, if we fight clan forces under the same numbers and "Balancing" as we have now, clan wil win every time. They're totally OP and insane.
But do you really think this is how it's going to happen?
IF clan tech is not nerfed, then some other balancing element will be introduced. The most classic is numbers: 8 vs 12, or 10 vs 12. That can easily restore the balance.
In any case, SOMETHING will be in place to balance the two factions. They are NOT going to include clan tech without balancing it somehow. It's just not happening.
Thank you.
8 vs 12 will not restore balance. Clans will still have the edge and be able to kill mechs in seconds, 20 seconds into the fight and Clans will have killed half the team.
#19
Posted 21 June 2013 - 12:18 PM
#20
Posted 21 June 2013 - 12:40 PM
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