I hate to burst your guys' bubble, but the 5v8, 10v12, etc. ratios probably won't work in MWO the same way they worked in TT. Why? Let's take a look:
1. Convergence
1a. You hit where you want to hit. In TT, a Clan mech boating lots of weapons would rarely all hit the same place (same goes for IS mechs but their individual weapons were also weaker).
1b. Mechs like the Timber Wolf will be completely buttf*cked by hitboxes. I'm going to predict the TW being dead-on-arrival.
2. Customization (TT was stock IS mechs versus stock Clan)
2a. The majority of stock mechs were designed with 5-6 different weapon groups and no specialties. In MWO, such a playstyle is a good way to get your butt handed to you by a specialized mech using no greater than 3 groups.
2b. Clan stock mechs usually came with equal armor or greater when compared to IS stock mechs of similar weight. In the case of heat sinks, most Clan mechs were actually cooler running due to DHS (most IS stocks at this time were SHS). Most IS customs in MWO take maximum armor and a lot of DHS.
2c. IS mechs in TT were virtualy never customized due to huge costs and time consumption. In MWO, IS mechs are even faster and cheaper to refit than Omnis...therefore nullifying the Omni advantage completely.
2d. Players in TT were usually a bunch of old gentlemen who played fairly and used mixed weapons because they loved the lore. In MWO, players are cutthroat powergamers who will do anything it takes to gain an advantage. Expect to see Ghetto Hellstars (4 CERPPC, 30 DHS) and Banes everywhere.
3. Heat scale
3a. No heat scale penalties
3b. We reach shutdown a lot faster here
4. Doubled armor
5. Reload times change weapon performance when compared to TT
5a. Also projectile speeds and other various mechanics also cause the "meta" to be much different here
5b. UAC's in particular will probably give an edge to Clanners (UAC/20 will be terrifyingly broken if it inherits the same mechanics as the UAC/5).
6. No repair and rearm
6a. Omnimechs were actually known for being very easy and fast to repair due to their modular nature (i.e. if your pod gets blown off you can just pop in a new one). In MWO, standard IS Battlemechs are faster and easier to repair than Omnis were. This is another advantage that the Clanners (and Omnis in general) lose.
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Ya'll need to realize that a different ratio is probably in order. Saying "5v8 or 10v12 becuz TT!" is foolish in MWO where we're the opposite of TT. Maybe Clanners will be weaker in MWO than in TT. Maybe they'll be stronger in MWO than TT. What I can almost guarentee you is that they will
not be of identical effectiveness so fixating on the "sacred" ratios simply will not work in Mechwarrior: Online.
Edited by FupDup, 25 June 2013 - 08:13 AM.