NRP, on 04 January 2014 - 02:57 PM, said:
As I said before, if you don't like Clan mechs or you don't own any, then don't play the "Clan Invasion" game mode. Either that, or PGI could provide "Trial" Clan mechs for you to use.
Anyway, these are minor implementation details which can be worked out in the coming months. The main goal of my idea is to keep Clan tech pretty much as it exists in lore, preserve the usability and desirability of IS tech, increase immersion, and generally just mix things up a bit with a game mode that is a significant departure from what we currently have.
IMO, people are too fixated on numbers and other minutiae. Longer range for this weapon, higher heat for that weapon. Screw that! The Clan Invasion provides the perfect opportunity to make a huge change in the game play direction. Let's not miss the forest because of the trees.
You know... the same thing could be said of how they are implementing clans. If you don't like 'nerfed clan tech' or how omnimechs are.. don't buy them. And that should end this thread, right?
A bit of a snarky response I'll admit.. but there is some merit. Why should they change their plans on clan implementation just to omit some players from future game modes? Why can't I prove my mettle against clan simply because I don't want or have clan mechs?
The way they are implementing clans so that they are different, but yet won't make existing mechs obsolete. I think we should welcome that. And again.. I actually like the Omnimech implementation. People can say what they will.. but I know how to think outside the box and make non-fotm configs that do bad things to other players' mothers. Configs that they think suck but I top the charts with. I have no doubt I'll do the same with Omni's. I just wish to see Shadowcats, Cougars, Owens, and Avatars soon too. Templar would tickle my fancy too but thats a ways off.