How to ‘balance’ Clan weaponry in MW:O
First, let me preface this by saying that I believe, with many others, that Clan weapons cannot be left as they were in TT; vast improvements in every way but heat. While this makes sense from a lore perspective (sort of), it is absolutely abhorrent in a game such as this.
Having established that fact, I will begin by looking at the two cultures. The Inner Sphere is a chaotic feudal mess of constant warfare between several factions. Their wars are so fierce that they have quite literally blown themselves back to the ‘stone age’ in regards to weapons development. From centuries of brutal warfare, they will fight to win, no matter what they have to do. Now the Clans were sheltered from the Succession Wars, along with their technology. They have had several centuries to improve upon the designs with little to no risk of their destruction as happened in the IS. As such, we must come to the understanding that their weaponry must, if we stay true to Battletech, be superior. However, because of the way that the Clans were developed, their warfare is strictly controlled by rules and mentalities. It is the rare Clan Warrior who even considers a Death from Above, for instance.
It is also a fact that zellbrigen would be immensely difficult to implement, and, while optimal for a true BT experience, it is unnecessary. (That’s what lobbies are/will be for) So that leaves us with only one option; changing the tech. Some have suggested mixtech, that is, allowing the two tech bases (Clan and IS) to be compatible. This is one of the more extreme ways of breaking lore. Remember, Clan weapons are basically what the IS has, but about 200 years more developed. That would be similar to saying that you should be able to plug your keyboard into a typewriter. They’re the same, yes, but they’re also different. Just look at how car design has changed in the past fifty years, let alone 200. Can you expect all their parts to be compatible? No.
Therefore, we must go straight to the actual weaponry (the fun stuff). For sake of readability, I have included each weapon class in their own labeled spoiler. (All MW:O stats found via Smurfy, BT via Sarna)
Energy – The Clans developed combat all around the concept of a one v. one duel, no others involved. Therefore, damage would be highly important to them, so we can expect higher damage values. Now, we could just go with the oft-used advice of “don’t change anything but damage/range/heat”, but that’s no fun now, is it? Let’s take a look at recharge times – basically, they’re limiting how much damage is done. It would make sense that, given two hundred years, genetically bred scientists would be able to figure out how to make a laser that can be sustained as long as it doesn’t overheat, that is, a constant beam, allowing a skilled pilot to maximize damage. In a duel, you don’t have to worry about shutting down nearly as much as you must worry about putting the other guy down first, prioritizing damage (this was already seen in TT with higher heat). Bold are MW:O, non are new.
Ballistic – the biggie. The one that could, if implemented incorrectly, ruin the balance utterly and totally. Home of the dreaded UAC/20. Luckily, there are several solutions to this. The first would be the aforementioned duelist mentality. These guys aren’t going into a warzone, they’re fighting one on one, and so less ammo is required, allowing larger shells. Of course, they’re so much smaller than the IS that they’ll still be a problem. Without going to such extremes as reworking the entire AC system, it becomes a bit more dependent upon the numbers. CUAC’s would be more prone to jamming due to the lower amount of clearance, as well as producing less force to drive the shell (resulting in them having 2x range instead of 3x), generating more heat as they fired faster.
Missiles, yet another problematic group. In TT, superior in every way to IS missile launchers. Half the weight, equal damage, same range, no minimum range. This means that LRMs arm in the launcher itself, delaying firing by 1.5 seconds, meaning that as an IS missile takes 180 meters to arm itself, or, doing some fancy math (180/120), 1.5 seconds to arm, a Clan missile arms itself before launching. During this period, following front-loaded rules, the missiles would be susceptible to damage (a toggle between arm-on-load or arm-on-fire, maybe?). SRM’s would be a bit easier to fix: just lower their range a bit to account for the lost weight/size. SSRMS are the real problem; up to 12 points of instant, guaranteed damage. They would suffer from the same problems as the SRMs, that of limited propulsion, and perhaps, upon their section taking damage ≥ 2, a momentary period of inability to lock, determined randomly (say, 1/10 chance).
The goal was to have Clan weapons be distinct from IS weapons, yet not be overpowered, to each base to have advantages. IS energy weapons have lower heat, but Clan weapons fire faster and with more damage for shorter periods, though with damage more spread out, promoting weapon accuracy. IS ballistic weapons are larger, but also shoot further while carrying more ammo and with more health compared to the Clan weapons, which can potentially deal more damage in a smaller package, yet have less ammo and health with shorter range. IS missiles are more suited to mid-range fighting, with longer ranges and faster recharge times, while Clan missiles have a shorter ranges and slower recharge times with more vulnerability in return for less weight. I realize my numbers are probably wrong, and I used the very simplest of methods to calculate them, but I hope I convinced you (if you needed it) that you can balance Clan weapons without directly nerfing their range/damage/heat.