Seeificare, on 23 November 2011 - 07:32 AM, said:
Remember the weapons on mechs are only good if the person knows how to use them and hit with them. If they are going table top you might have a hard time firing those weapons if your sp are not high enough everyone knows you fall down.
the problem is, clan tech is
incredibly forgiving to players, and teaches them bad habits.
Don't worry about heat; Double Heat Sinks
Don't worry about speed; most clan mechs are 1/3-2/3 faster
Don't worry about gunnery; all clan pilots are 3/4
Don't worry about position; your guns have longer ranges than should be possible (
i'm looking at you: Clan Large Pulse Laser)
Don't worry about armor; all clan mechs are packed with Ferro Fiibrous armor giving them more protection per ton.
Seeificare, on 23 November 2011 - 07:32 AM, said:
A another interesting point would be certain mechs and weapons are designed for each fraction. For example if you wanted a Victor your never gonna find them in Kruita.
know your history, Draconis Combine capture the primary factories for Victors during the Fourth Succession War leaving the FedCom unable to make their own and having to import the design.
Seeificare, on 23 November 2011 - 07:32 AM, said:
Aka yes as in when the IS tryed to sneak attack Ghost bears and landed into a planet the could produce warships it didn't go so well when the Ghost bears slaughtered them. So these are important aspects and it has to have a price tag mechs are not free and they are never easy to get black market or through hard work either unless you got lucky enough to actually find a clan cashe with some older clan tech in it.
agreed, clan tech should have a wicked high upkeep.
Kodiak Jorgensson, on 23 November 2011 - 07:59 AM, said:
my point is, in a video game or bord game the things that define the clan, such as there reules of engagement or philosophy on life will just be tossed out the window, and that really only leaves there tech to define them (in a video game), i really dont care about all these whiners saying its "OP" its not, its there for diversity.
You may not care; but a large segment of gamers in MechWarrior do. Of course, you openly play clan and get the toys; so you’re correct in a way, why should you care?
Also look up Space Marines in warhammer 40k; how does an imbalanced force bring diversity? When all your players flocked to the most powerful faction (because you manufactured it as such) then what’s the point of playing any other group? Why should I have to deal with losing (i.e. playing the Inner Sphere) to be diverse?
Kodiak Jorgensson, on 23 November 2011 - 07:59 AM, said:
take it away what are we left with? and invadeing I.S army with diffrent rules of engagment which again, no one will give a crap about in game. if people dont like there advantage then tough learn to play and deal with it, its there for a reason, no ones going to want the same recylced tech with a diffrance of its saying "Clan" at the side.
But it works both ways, a lot of players don’t care for the I.S. story nuances
either which to be frank there’s a lot more of. Telling people to ‘deal with it’ is bad strategy, it turns off new gamers which for Mw we kinda really do need. When the co. making the new game goes; “guy’s its either F2P or oblivion” well I’d really try and expand the player base as much as possible.
Like I keep saying, I believe there should be clan tech, I believe it should have an edge. But the current design philosophy of
canon clan mechs is thus: min/max the crap out of every weight class, and throw all equip. into it. Now if IS
canon mechs had been built the same way, it wouldn’t be so bad;
but they’re not.
All I’m saying is tone down the variants
just a little OR tone down the powers of equipment
just a little. when an item is added to the game that’s perfect in every way, it’s gonna disrupt balance. Now imagine an entire tech tree of this stuff is added…and this is what you’re seeing.
Kodiak Jorgensson, on 23 November 2011 - 07:59 AM, said:
as for omnimech space disadvatnage, since a battlemech can upgrade/downgrade engine, structure, armour type and values, they could change it to standard and gain more space theres the disadvantage, seeing how most i.s mechs are battlemechs. not to mention battlemechs can install w.e electronic equpiment, omnimechs are stuck with there default
This is fallacious argument, why? It does
not take into account
what those ominmechs get in turns of equipment! you say it limited? Well let’s take a look at the venerable timber Wolf.
http://www.sarna.net/wiki/Timber_Wolf
go ahead, run down its list of alternate configurations. Point out the one that’s ‘weak.’ Are there variants that aren’t good? Yes. But compare that to say another Lvl2 75 ton mech from the invasion era: Warhammer, Orion, Flashman, Black Knight, Marauder. None of them really come close to dishing out the punishment these Timber Wolf variants can.
Kodiak Jorgensson, on 23 November 2011 - 07:59 AM, said:
p.s i would play clan for there story, but i wont bother if the technology (which makes the diffrence in game play) is equale to i.s i'd might as well stick to the sphereoids seeing how the clan wouldnt bring anything NEW and DIFFRENT to gameplay :\ iam sorry but i really cant see many people actualy playing by clan rules unless its enforced by the game...
I don’t think clan tech should be equal,
but neither will I admit that the status quo(clan tech)
is acceptable for any sort game
So I got one person to admit they play clan for the toys; anyone else going to confess
But seriously, there’s ‘New and Different’ and then there’s ‘Bad Game Design’
Clan tech as it sits now, tilts towards ‘Bad Game Design’