The lack of clan tech and you
#1
Posted 13 June 2012 - 01:03 PM
#2
Posted 13 June 2012 - 01:09 PM
#3
Posted 13 June 2012 - 01:12 PM
#4
Posted 15 June 2012 - 03:21 AM
UncleKulikov, on 13 June 2012 - 01:12 PM, said:
Fun to see that, as i always thought that clan double heatsinks throw the balance more off as any clan wep/mech.
Xantars, on 13 June 2012 - 01:09 PM, said:
We see who jumps on the clan bandwagon first when they're here...
#6
Posted 15 June 2012 - 03:35 AM
Inner Sphere tech makes you think: "Is it better to have the PPC? It will make me run hot, hmmm... maybe I should switch it to a medium laser and compensate by making the LRMs better and adding a bit of armour. Or maybe...", simply, there is no way you could make a perfect mech excelling at everything and that makes it a lot more fun to play with both in the field and in mechlab.
Edited by Adridos, 15 June 2012 - 03:35 AM.
#7
Posted 15 June 2012 - 05:06 AM
#8
Posted 15 June 2012 - 05:32 AM
Kael Tropheus, on 15 June 2012 - 05:06 AM, said:
Sigh, I won't comment on the American Horn Tooting, yawn.
As for the IS industrial Might kicking in, it may have, in time, but once the Clans had "liberated Earth, and restored the Star League" then ALL the Clans would have been in the IS. Remember only 7 came in the Invasion, Ten stayed at home and One is unaccounted for. I think the Clans would have has their prize, secured it and expanded their territory long before any factory in the IS could have done enough of anything to stop them. Take out Hesperus 2, Take out Coventry and Steiner is done for. Take out Iran and Iran Metal works and the FWL is crippled and on the verge of going under. If it wasn't for the need to select a new IlKhan the IS would have been reduced to a few worlds fighting a Bush War with the rest of them conforming to the Clan way. After 3 or 4 Generations even the bush wars would end and peace would settle over the IS, until the Not Named returned to overthrow the Clans.... but that's another story.
#9
Posted 15 June 2012 - 05:48 AM
#10
Posted 15 June 2012 - 05:52 AM
#11
Posted 15 June 2012 - 06:08 AM
#12
Posted 15 June 2012 - 06:59 AM
Tterrag, on 13 June 2012 - 01:03 PM, said:
i´d go that far to say: there is not so much of a difference (gameplay wise) if everyone uses tech1 stuff or everyone uses clan-tech...
it´s all in the heads xD
i know thats not 100% true, but imho clantech is overrated... it´s only "kewl" if u pwn IS teched ppl with a clanmech... hope you get my point, i´m too tired for good english expressions atmo
Carl Wrede, on 15 June 2012 - 06:08 AM, said:
and that of course
Edited by Adrienne Vorton, 15 June 2012 - 07:02 AM.
#13
Posted 15 June 2012 - 07:14 AM
#14
Posted 15 June 2012 - 07:23 AM
Adridos, on 15 June 2012 - 03:35 AM, said:
Inner Sphere tech makes you think: "Is it better to have the PPC? It will make me run hot, hmmm... maybe I should switch it to a medium laser and compensate by making the LRMs better and adding a bit of armour. Or maybe...", simply, there is no way you could make a perfect mech excelling at everything and that makes it a lot more fun to play with both in the field and in mechlab.
^This!
I agree 100%. I like that inner sphere tech requires choices and trade offs. I like that mechs are built to fill specific roles and require appropriate tactics. Clan tech is the equivalent of easy mode. This was balances in TT lore by the idea that the clan drives to use the fewest mechs possible, but in MWO I will be interested to see how they balance it. (6 clan vs 12 IS maybe?)
#15
Posted 15 June 2012 - 10:22 AM
#16
Posted 15 June 2012 - 10:23 AM
#17
Posted 15 June 2012 - 10:27 AM
Draelren, on 15 June 2012 - 07:14 AM, said:
well...hm...what to say... i think you didn´t get the point of this thread here... believe me when i say, most ppl who stated in THIS thread will deal pretty fine with clan tech
Vasces Diablo, on 15 June 2012 - 07:23 AM, said:
nuff said...
Edited by Adrienne Vorton, 15 June 2012 - 10:30 AM.
#18
Posted 15 June 2012 - 10:31 AM
They were built to use bulkier and heavier weapons, so the upgrade to smaller and lighter designs allows for them to mount more armor, more heat-sinks, and larger engines.
Clan Mechs with IS tech suck badly as they are depended on the clan version of endosteel and ferrofibrous to have enough free weight to mount their weapons, give them the IS versions and they have less spare crits to mount the bulkier IS weapons, go without endosteel and they wont have enough free tonnage to mount the heavier is weapons.
(this isn't including the downgrade from XL engines or any of the other clan goodies)
Edited by Lt muffins, 15 June 2012 - 10:39 AM.
#19
Posted 17 June 2012 - 08:01 AM
Vasces Diablo, on 15 June 2012 - 07:23 AM, said:
quote for truth.
I cut my teeth CBT by buying the starter set, and a brand new copy of TRO 3025. CBT at level1 tech and basic pilots plays so much like chess. Maneuvering actually mattered, heat management mattered, mech roles mattered. Then the clans came... :/
#20
Posted 17 June 2012 - 06:10 PM
Aaron DeChavilier, on 17 June 2012 - 08:01 AM, said:
No effing kidding. While the Clan lore isn't horrible, the tech makes Battletech less fun...at least the jump in tech it introduced.
Things had to progress, but some things really take away how well the board game played and trivialized a lot of things.
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