First off, could someone edit this thread to remove all those posts discussing the cost of the clan packs. It makes it difficult to trawl through 10 posts to find that 1 post that is actually on the topic of clan balance.
Secondly, I would like to point out that a lot of people are asking for balance by team size. The problem is that while clan territory is faction specific, clan technology is not. With a lot of it hitting the black market both IS and Clan units can field it. How do you then justify an IS company of 2 lances of 4 and 1 lance of 3 all because 1 person bought a clan mech? A tonnage multiplier is probably a better tool to balance clan mechs.
On to my view of the current proposal for balance;
Weapons/Components
1) I like what has been stated for Lasers (including ghost heat, which despite what people say has gone along way to alleviating alpha strikes)
2)Streak Missiles, I would like to see all streak dmge reduced to 2/missile (IS and Clan). Streak missile behaviour should be changed to give limited tracking. Higher heat for SSRM 4/6 longer reload times.
3)LRMs, Retain tonnage/crit. I like the damage ramp below180 as per your proposal and heat/heat multiplier increase. I would add that LRMs do not lock on or track at all below 180m acting more like current missiles when dumb fired (more SRM than SSRM).
4) Your proposal seems to ignore component health as a balancing tool. I would like to see Clan weapons retain the range/dmge advantage but be a lot more fragile and easier to take out. (e.g. IS LRM at 10 health, Clan LRM at 5 health)
5) Auto-cannons, limit Clan ammo/ton so it is less than IS ammo/ton. Lower health than IS Auto-cannons. Same damage as IS, Higher heat, faster recycle rate. This would make Clan auto-cannons do a lot of damage in a shorter space of time but be heavily limited by heat, ammo and component health. (This could potentially mean a lot of clan mechs with unused ammo due t destroyed weapons....yum!)
Mechs;
1)Balance IS vs Clan mechs by allowing more IS mechs to mount more electronic warfare (e.g. give ECM to less popular mechs like Locust 1V and Awesome 8Q) while only very highly spcialised Clan mechs have it. This, to me, fits in with clan ideology of honourable combat.
2)Again balance by health of components, make it so that IS mechs are rugged and durable while clan mechs are easier to disable/disarm. (This could be where gyro/actuator mechanics would add balance)
3) A hardpoint mechanic that restricts most hardpoint types to those available on the base variant but with some hardpoints being designated as OMNI, allowing any weapon type to be installed. OR..
4) If the above is not preferable, then charge a high standard fee for each module swap to limit customisation (ie. 1.5million C-bills per module...so changing both arms costs 3million c-bills and thus making a fully customised clan mech truly end game)
5) I am fine with fixing armour and engine stats on clan mechs. However, will Clan XL engines be destroyed on 1 side torso destruction or 2? I'd prefer that Clan XL work same as IS XL to avoid obsoleting other Standard Engine Clan mechs.
6) Do not allow IS mechs to equip Clan Heatsinks and vice-versa. Clan Heatsinks, like all clan components have less health than IS components.
My Impression of IS vs Clan at this era is that IS are tough/hard to put down when compared to clan, but are outgunned/ranged. So give the Clans their range and damage advantage but at expense of durability and electronic warfare.
NB: I will also e-mail this to support so that it doesn't get drowned out in the complaints about package costs and UI2.0/CW etc..
Edited by Trucker, 15 December 2013 - 04:38 AM.