Finding a magic ratio that actually gives each side a roughly 50% change of winning (at equal skill levels) will be almost impossible. Assuming 5v8, 10v12, or anything else just because of TT is foolish at best. There are so many conditions in MWO that will make Clan mechs either better than TT or worse than TT:
1. Convergence (Timber Wolf = DoA)
2. Doubled armor (higher emphasis on alpha-strikes to penetrate it, Clans are better at this specific strategy)
3. Free and open customization of standard Battlemechs (Omnimech advantages lost completely; also, the TT ratios were based on stock mechs for both sides whereas every player in MWO worth his/her salt uses a custom)
4. Ultra Autocannon implementation (UAC/20
will be broken)
5. No heat penalties (spam ER lazors)
6. Clan pilots in MWO will actually know how to use real tactics, as opposed to TT pilots who used stupid honor rules
7. 1.4 DHS (Clan DHS are smaller and can thus be spammed easier, this hurts IS much more)
Something to remember is that the TT ratios were based on pure fluff (just the preferences of each faction) and thus will not likely work at all in MWO due to the differences listed above as well as any that I might have missed. I hate to break it to ya'll, but using multiples of 4 for IS and 5 for Clans could quite possibly cause a massive shitstorm of brokenness one way or the other (Clans UP or OP). We're gonna need completely new numbers for Mechwarrior: Online.
Edited by FupDup, 28 June 2013 - 07:08 PM.