![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/merc-corps.png)
Why The Clans Are Not Gonna Be Overpowered
#21
Posted 17 August 2013 - 11:13 PM
the Clans can go by the K-bill or the Kerensky, basically 7 C-bills. Costs will be the same number for both sides 1000 to 1000
but people who choose to retrofit clantech on IS chassis will pay 7 times more to get it fixed, 7000 to 1000.
Meta balanced achieved
#22
Posted 17 August 2013 - 11:49 PM
medium and light harassers strikers going to be in a whole new level and it will be a pain in the arrss to get rid of them. thats will be fun cant wait to go against them
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#23
Posted 18 August 2013 - 12:16 AM
Helbrecht, on 17 August 2013 - 08:35 PM, said:
1: dropping uneven numbers in any game is never fair
2: your absalutly right all clan gear is lighter and more compact but your forgetting one thing in your argument. MWO hardpoint system you cannot carry more guns than it allows. and with the new boating mechanics and alpha penalties and clan weapons running hotter i really dont see the end all. now surviabilty yes untill extra light engines come out the clan mech will be more survivable to side torso deaths.
3: Blackadder you need to look at weapon values bro youll see that most MWO weapons are fairly close to Table Top values. your absalutly right the clan er medium is better than the is medium that why the IS developed thier own ermed it is less dmg same heat and slightly less range. the hardpoihnt system is gonna hamper the clan mechs fairly well will thier need to balancing made? Absalutly i will never say thier wont need to be im just saying that the massive boogeyman of the clans doesnt translate to this fps/sim/mmo type thing thier doing here.
if they took your #2 suggestion they would not be omni's.
Strum Wealh, on 17 August 2013 - 05:10 PM, said:
- An OmniMech's internal structure type (standard, endo-steel, etc) and location/distribution of criticals cannot be changed.
- An OmniMech's engine type (standard, XL, etc), rating (250, 300, etc), and location/distribution of criticals cannot be changed.
- An OmniMech's armor type (standard, FF, etc), amount (total tonnage/number of armor points), distribution (how much armor is where), and location/distribution of criticals cannot be changed.
- The locations and types for the cockpit and gyro may not be changed.
- The presence and location(s) of MASC and TSM cannot be changed; neither may be added to an OmniMech that wasn't originally built with it, and neither can be moved into a set of criticals other than what they originally occupied (for example, it may not be moved from the Left-Torso to the Right-Torso).
- The type of heat sinks (standard, DHS, etc) that are equipped on an OmniMech cannot be changed.
- Weapons and other pieces of equipment, additional Heat Sinks, Jump Jets, and other items may have been built-into the OmniMech as hard-wired "fixed items". Examples of such fixed components include the Flamer on the Adder/"Puma" (mounted in the Center-Torso), the Medium Lasers on the Avatar (mounted in the Center-Torso), and five of the Jump Jets on the Summoner/"Thor" (one mounted in the Center-Torso, the other four filling the legs). Such "fixed items" may not be either moved to another location on the OmniMech nor completely removed from said OmniMech.
To use the example of the Thor prime
- HD: x1 FF critical; no open slots
CT: x1 Jump Jet; 1 open slot
LT: x2 XL Engine criticals, x2 FF criticals; 8 open slots
RT: x2 XL Engine criticals, x2 FF criticals; 8 open slots
LA: x1 FF Critical; 7-9 open slots**
RA: x1 FF Critical; 7-9 open slots**
LL: x2 Jump Jets; no open slots
RL: x2 Jump Jets; no open slots
The base Thor has 22.5 tons of pod space, and 31-35 open critical spaces.
For anything that will fit, ecm, active probe, laser, ac's, gauss, lrms, heatsinks.
If you change this ability then they are not omnis at all.
The main difference between an omni and a regular mech is the TIME, MONEY and DIFFICULTY of changing a load-out.
Omni- any weapons I want to use. = low cost very little down time.
Reg- total customization = high cost and large amount of down time
For MWO
Reg Mech- Limited weapons customization, TOTAL interchangeability everywhere else
Omni Mech- Unlimited weapon customization, NO changeability anywhere else
sounds like a fair tradeoff.
#24
Posted 18 August 2013 - 01:10 AM
It will be lighter then IS tech and lowered amount of critslots because else some other mechs wont work either.
Why? Because if it isnt then even the stock mechs will not function because they would be overweight.
Everything else from range to damage is up for PGI to decide.. and i highly believe that they will turn down clan tech advantages to a bare minimum.
And seeing how weight reduction is allready a huge bonus i highly doubt they will be anywhere as good in the range and damage department then their table top counterparts weapons.
I think people have to get used to the thought of clan tech NOT being absolutely superior to IS tech in every category anymore.
Even in a 10 vs 12 scenario the clans would whoop IS ***. With the way the game functions you would have 6 ER meds on every clan mech from light to assault and still enough tonnage to field heavy guns in the assault and heavy classes and simply evaporate IS mechs at large laser range.
Dont even start about the energy weapon with the best long range in tabletop the clan ER large laser, also keep in mind that the IS even hundret years after the clan invasion somehow still didnt managed to mimic clan tech in effeciency... 100 years.and mind you the clans did little to nothing to improve their base tech outside of introducing new weapon types... the old once have been the same for several 100 years. Yeah another case of herp derp no sense lore in battletech.
Clan tech will barely be above the numbers of IS tech at worst excluding weight and number of crit slots wich will allready give them a tremendous boosz.
They will allready have enough advantages with everything taking up less space and weighing less.. their weapons dont need any advantages about damage and range.
And Clan weapons did not produce more heat then their IS counterparts.
Edited by Riptor, 18 August 2013 - 01:15 AM.
#25
Posted 18 August 2013 - 01:12 AM
Strum Wealh, on 17 August 2013 - 05:10 PM, said:
The Daishi carries 19 tons of Standard Armor (99% of maximum).
The Gladiator carries 13.5 tons of Clan FF Armor (88% of maximum).
The Masakari carries 13.5 tons of Clan FF Armor (98% of maximum).
The Man O' War carries 11 tons of Clan FF Armor (85% of maximum).
The " Mad Cat " carries 12 tons of Clan FF Armor (100% of maximum).
Can everyone please stop calling the Timber Wolf a Mad Cat... The Mad Cat name was just because the IS targetting software couldn't recognize the Timber Wolf and would switch back and forth between a Marauder and a Catapult when it was struggling to name it. It is a Timber Wolf, not an IS slang name you Solahma Innies came up with.
Long live the clans!
EDIT: I will be severly dissapointed if they screw up again and call it a Mad Cat in MWO. It has always bothered me.
Edited by fenji, 18 August 2013 - 01:19 AM.
#26
Posted 18 August 2013 - 01:27 AM
It'll be balanced according to the current IS equipment, so if something is lighter and takes less crit slots (i.e. clan gauss) it'll either do less damage, have less range or generate more heat.
There is one thing I think everyone (including us & IGP) can agree on though, everybody is going to complain about it like a *********** non-stop for at least a full 2 months of ranty non-sensicle haterabble.
#27
Posted 18 August 2013 - 01:28 AM
#28
Posted 18 August 2013 - 01:29 AM
(but then again people would complain.... some mechs would be OP....
Yes it would be.... but the repair costs of such mechs might even result in negative CBill per round)
That way PGI can use canon clan weapons specifications, then implement omni hardpoints.
If people think that still isn't fair well they can get their own clan mechs/equipment....
If this game is going to implement a faction (IS or Clan) based ability to get equipment well we are going to need a whole lot of mechs that what we have now.... at LEAST 3 mechs per weight class PER faction.
IS factions have exclusive mechs such as the Victor / Mauler /Fafnir etc... Clans have favoritism in terms of Chassis also.
--- and LosTech
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
Edited by Dirk Botasky, 18 August 2013 - 01:46 AM.
#29
Posted 18 August 2013 - 01:38 AM
#30
Posted 18 August 2013 - 01:44 AM
Edited by fenji, 18 August 2013 - 01:44 AM.
#31
Posted 18 August 2013 - 01:55 AM
If we take the tabletop as an example, there was something that made it a bit more balanced with clan vs. IS:
Clan bidding system (you never had 15 or 10 clanmechs fighting a company of IS mechs, but less....except if the IS guys angered the clans and acted against their system of honor)
The alternative to that numbers limit was a tonnage limit.
So if the developers go down this way they have 2 different variants there:
1.) Clans have less ppl vs inners sphere
2.) Clans have less tonnage in a battle than inner sphere
depending on how they programed the battle finding engine both could be possible
Another thing is: Even though clan mechs are usually better it also depends quite a bit on the "warrior" inside.
With what I'm seeing how heatsinks functionn in this game, clanmechs could quite possibly overheat faster than IS mechs.
IF we take 2 light mechs as example: Jenner (6 M-L) vs. puma (10 clan M-L) they both have double heat sinks.
A puma could not fire as fast as the jenner even though he does more damage per salvoe he overheats faster
as he has the same heat disposal as the jenner, but generates more than 1.5x the heat! So THAT would even out.
And as pilot skills are player based here I think the difference between clan and IS mechs is less than on the tabletop.
1 clan mech there was 2 IS mechs (no xl, no er weapons, no gauss,....)
1 clan mech there was 1.25-1.5 IS mechs withh starleague technology (xl engine, er weapons, gauss,....)
Sow ith numbers or tonnage limits it should be quite possible there to even the playing field out completely (if the heat difference doesn't take care of that already).
(as an afterthought: Tonnage limit probably not as prermade groups would make that almost impossible so only a numbers
limit 10 vs 12,.... would be possible there). Or The developers have something different in mind there that nobody thought of so far.
#32
Posted 18 August 2013 - 02:03 AM
#33
Posted 18 August 2013 - 03:14 AM
#35
Posted 18 August 2013 - 04:05 AM
Especially since the IS are not expected to fight by the rules of zellbrigen (one to one dueling).
a 10v12, combined with the structural limitations that many are proposing (can't change engine ratings, no removal of JJs etc) should make it a pretty fair fight, especially as the IS mechs start gaining some (but rather expensive) clan weapons.
#36
Posted 18 August 2013 - 04:18 AM
Nova
Dire Wolf
Warhawk
Stormcrow
Kit Fox
Fire Moth
Summoner
Hellbringer
In most cases, you've got maybe an SRM or LRM rack in the torso, perhaps a laser or two. And the arms are stuffed with weapons.
I wonder if that will be a form of a balancing factor? IS tech tends to be torso-heavy for weapons, or more balanced across torsos and arms. Clan tech tends to favor arm-mounted weapons. And in general arms have less armor than torso sections, so you could halve a Clanner's firepower with a few well placed shots I think. It would be like facing a faction of HBK-4Gs!
#37
Posted 18 August 2013 - 04:33 AM
Neither the Clans or the Innersphere had as many mechs of the assault class available as we see being played in the game so that should also be attended to as well
#38
Posted 18 August 2013 - 04:38 AM
Edited by Grugore, 01 October 2013 - 11:33 AM.
#39
Posted 18 August 2013 - 04:52 AM
#40
Posted 18 August 2013 - 05:28 AM
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users