Valheru, on 16 January 2014 - 08:38 PM, said:
Going through the pages it looks like there are a lot more supporters for keeping the clans the way they're supposed to be and introducing alternative solutions rather than trying to shoehorn the balancing of the clantech into team death match and making clan tech no different from i.s. tech. In my mind it is no different from zergs vs protoss ... balance through distinct character attributes and numerical superiority.
I still cannot figure out how the clans can keep their flavor if a single innersphere mech can go toe to toe with a clan mech. If anyone clan explain it to me without resorting to exceptional situations (i..e setting off pentaglycerin with your exploding hatchetman, tackling madcats with your triple strength myomer, etc...), please do.
If we continue down this path, then we shall go down the path, but I will acknowledge these mechs as nothing but Clan in Name Only.
Generally, a single 3025-era tech Battlemech vs. a Clan one is going to get shredded. Not always, but the IS 'Mech has a short lifespan, minimal firepower vs. the Clanner (who has all the advantages of 3050-era tech stacked on superior weaponry). Ambush predator tactics are basically the plan, as giving the Clan 'Mech even one free good shot is a serious advantage. Again, though- a Clan 'Mech can only -take- as much damage as any other 'Mech of the same weight class.
Let's review, speaking of "How do Clanners die?" Side note: Most Clan 'Mechs are built with low-slung arms and those arms pack some dakka. This does not a healthy hill-humper make, though they do quite well with dealing with 'Mechs cresting a hill or on vertical engagements.
Kit Fox- dies as fast as a
Spider. Put some Streaks up it's tailpipes. Done. Notably, it's considerably slower than a
Spider based on it's engine rating, which should put it's top speed around that of a
Commando instead. Normally lacking in jump capacity as well, but as at least one config comes with ECM standard, this will likely be what you see sneaking around like a ninja and hosing things up with whatever it can bring to bear safely.
Puma- It's an upgunned
Jenner. Same problem, same solution. On the other hand, less vulnerable to legging from LRMs due to the "roof" torso arrangement and attacks from above will have good odds of torso hits rather than attempts to leg it. If ECM capable, this will easily fill the "light sniper" slot for Clan forces as well since it can pack either minimally a single major ballistic and/or multiple big energy weapons, making it a cross between the
Raven and
Jenner for combat purposes.
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Nova- the Clan jumper medium. Shoot the arms instead of the hump, but this thing can jump as well, making it the
Hunchback-P on crack with no problems hitting targets on the vertical. It's actually scarier to me than it's slightly heavier cousin below.
Stormcrow- Slightly bigger, doesn't jump, and depending on how it gets it's parts mixed, favors energy or missiles. The bad part: Like most Clanners, it tends to mount those guns low, and the lack of jump capacity will hurt it against the 55-tonners like the
Griffin or
Shadow Hawk, even though it'll likely outgun them.
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Summoner- It and the
Timber Wolf can pack a wide chunk of firepower, but this one's the more mobile of the two, since jump jets are "standard" on one. Has the damage tolerance of a
Cataphract. Likely going to be the go-to for poptarting, but will have to expose it's torso to fire over cover (see below).
Timber Wolf- the groundpounding heavy. Bulkier than a
Catapult but similar profile...only it's arm mounts have that low-to-the-ground swing that makes them less than ideal for hill-humping. On the other hand, the classic
Catapult style missile pods for firing over ridges instead, and it pretty much can mount whatever you darn well please and get it where you want to go at a good Clan-XL powered clip. If we get to play with config-D parts, this thing can be a
Catapult with 10 extra tons to play with and lighter missile launchers AND a secondary battery most IS 'Mechs would be happy with as a primary. Voted "Most likely to be the guy who dumps 80 LRMs on your head and laughs." by Wanderer.
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Warhawk- broad, flat top you could likely stand on- and an equally easy target to shoot, but provides no protection to the real targets, it's big arm mounts. On the other hand, likely to have most LRM fire absorbed by it's torso armor as a result, meaning you'll have to deal with it's guns with direct-fire. Like most Clanners, it'll have trouble clearing it's primary weaponry since you'll see that barn roof it calls a torso and have a clean, easy shot at it before even the TORSO mounts are clear to fire on the thing. The torso being a fire magnet will likely meant that most
Warhawks will go down shooting, and the heavy arm-focus will mean it'll be able to swing those guns around at lights, too.
Dire Wolf- remember how easy a target an
Atlas is? This one is almost as bad as the
Warhawk with that same "roof" top, but being 100 tons, the overall profile will be a larger target. Just one capable of mounting more and better guns and lasting long enough to use them even when being focused on. A
Dire Wolf that doesn't end up killing someone would be a very rare situation indeed even in a best-case scenario...just don't let it get you alone in a tunnel.
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