Posted 14 December 2013 - 03:20 PM
Since some ***** mod locked my thread so it wouldn't be lost in this one.....
So PGI has stated that the clan weapons will not be what they are in BT, they will be close, but not straight up value to value. From a balance perspective this makes sense to do, but in the spirit of the clan weps, they were made to obsolete IS tech. Now I am not saying that they shouldn't balance them, there are ways to do it without completely neutering them.
For example Damage.
The Clan PPC. Sarna states it should do 15 damage a shot its 6 tons and takes 2 crits, is also the same range as the IS ER PPC. Now having all of that alone would be completely OP, I mean 15 damage a shot, wow. In BT/TT that damage is fine, because your relying on dice rolls to land a shot. However here, its your own hand eye coordination that dictate if you hit or not.
So what possible changes can be done to still make the clans "strong" but not "op"? Well for this case, with the Clan PPC you keep the tonnage/size savings that is inherent to clan weapons, but you change its damage to 10 instead of 15. This still makes the Clan PPC stronger in the sense that its lighter and takes less space, but it doesn't completely irreverent the IS versions.
This same thing can be applied to almost all of the Clan weapons, just tweak the damage numbers to keep them in line with IS variations. The Tonnage and Crit savings ALONE are enough of a change to keep the Clan Weapons unique. If some of the clan weapons are colder then the IS one, then just heat them up to IS levels, because (again) that tonnage and crit savings will be more then enough of a change.
TL:DR Keep the Tonnage and Crit Savings, but change the damage and heat as needed.
To address Clan only weapons? Well since the UAC weapons are the same damage as there IS counterparts, but with the ability to double tap, I see no need to change those weapons around at all. Only thing I can think of that would balance them, would be to up there jam chance (on a scaling level low % base but with a high multiplier) OR increase there jam time.
Note: I know the IS gets UAC20's later on of there own kind short of the tonnage and crit changes there is no real reason to change the jam chance or jam time from the clan one.
Cross tech. initially I don't think there will be, it would change the game far too much unless Community Warfare can restrict (via ranks and cbill expense) the access to clan weapons for IS mechs. However the IS dose get them eventually (2 years) and they are prevalent enough around the IS by the time the clans come back. So (this is for you BT hardnuts out there) there WILL be cross tech, its in the lore even that the IS gets there hands on clan weapons and mechs. So it WILL happen, whether you like it or not.
Edit: As for the Omni Mechs. I would say allow Armor value changes, and Eng Rating changes but you cannot change WHAT armor types or eng types you have. Since Customization is KEY in this game, and I know Omni mechs are not "supposed" to be very configurable outside of there weapons, it will be needed.
So you wont be able to change out that its a Clan XL eng, but you would be able to change its rating (thus making it lighter). Also we know that Ferro Fib armor messes with the Tonnages already, and you get these odd .32 tonnage numbers, so you need to add or remove some armor to get nice EVEN numbers. You wont be able to remove the Ferro nor Endo, but clan versions of thses things take half of the crit spaces then IS ones. That and Clan XL eng takes only 2 crits in each torso, so its not that big of a loss in crit spaces then most people will be thinking. This is why Clan weapons are lighter and less crits, because from a rules perspective, your losing 18 crits (14 for Endo and Ferro +4 for the two crits in each torso for the eng).