Strum Wealh, on 27 October 2013 - 05:40 AM, said:
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So, our approach to introducing Clan tech - which includes Double Heat Sinks and lasers and how equipment fits onto 'Mechs and OmniMechs - is we're going to look at it from the context of our game and inspired by what the intent was for Clan tech.
"Here is a superior force, coming back, that's going to lay waste to the Inner Sphere." But, we want to make sure those Inner Sphere players are able to compete, still. But the way the story was written, "it was through the valor of the Inner Sphere and the unification of the Inner Sphere that they were able to defeat the Clans, and overcome that superior tech."
We can't guarantee that our playerbase is going to be able to do that. In fact, it'll probably be the opposite - everybody is going to flock to the best, most efficient piece of content, and therefore invalidate all the other content - and we don't want that to happen. We want to be able to recreate what was described in that lore, but it's going to require us to change the mechanics and the exact BT... let's say, the numbers, to make sure that the players can actually try to achieve what happened in that canon.
- Bryan Ekman on Clan tech in MWO, from NGNG #88 (recorded Sept. 04, 2013)
As it happens, Ekman's statements also echo those made by Randall Bills in the second Dev interview.
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RB: I’ve said many times over the years that if I’d been there the game mechanics of the Clan weaponry would be very different. It’s not just how powerful those weapons are, but that it seemed from the get go to violate the story aesthetics as presented.
Here were these great, in-your-face warriors and yet they had weapons that allowed a player, in game to simply walk backwards and fire at crazy distances to down your enemy. When we introduced the Clan Heavy Lasers years ago those were more along the lines of what I thought the Clans should’ve had all along…really dangerous and powerful weapons, but shortish range, where the Clanner would be in his element, able to take down 3 and 4 enemy BattleMechs in a whirling dervish of expert maneuvering and markmanship.
If what Ekman is talking about is a more-but-not-completely "Billsian" approach for the MWO implementation of the Clans... that could prove to be interesting.
On the other hand, much of this information is now several weeks old, and PGI's stance could have changed (perhaps even substantially so) since then.
The TL;DR?
Clan weapons WILL be nerfed by comparison to the tabletop. Do not like it? Well, whether or not you do or do not want the Clan tech to be what it was in the table top, that is just too bad. Plugging your ears and pretending things will not be significantly altered is not a productive way to discuss things. Proclaiming that the weapons must stay the same is an exercise in futility, and opens a nasty rabbit hole of imbalance. Brainstorming and theorizing ways that the devs may go about it, while not necessarily productive, is certainly an entertaining mental exercise.
The technology of the Clans, as we know it, is dead, and it is high time people get their minds wrapped firmly around this fact. Furthermore, if you have any respect for the longevity of the game itself, the asinine attachment to the clearly overpowered capabilities of old Clan tech needs to be discarded. At the risk of spewing hyperbole, what good is there if we can use TT value clan tech if the game is dead? None whatsoever.
Do I come across as a skosh harsh in this response? Probably, but c'mon! The writing is on the wall. Flailing against the inevitability is just pathetic to watch.
However, if, IF PGI was able to release the Clans in a recognizable state that is also balanced I would be pleasantly surprised. Good luck with that.
Also, thank you Sturm for the quote I yoinked from that other thread. You just summed up the key references nice and handedly.
Edited by Pariah Devalis, 27 October 2013 - 08:19 PM.