THE STORY SO FAR:
Changing tonnage on clan equipment has met with near-universal rejection. Those who think that changing tonnange would be a necessity for balancing these weapons insist that it would be outright impossible to balance LRMs with the lower tonnage (some of these people use the impossibility of balancing clan tech as a reason to simply accept unbalanced numbers and make use of clan mechs viable in other ways). The majority opinion is that if the weapons are to be balanced, it should be through other means.
Ghost heat remains unpopular, and most of the community seems to stand against using that as a balancing mechanic. I dissent from that opinion, but I recognize that I'm in the minority of feedback on that.
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Most of the responses have been off-topic, railing against the third round of crowd-funding while features both critical (community warfare) and industry standard (a functional UI, making sure every item/ability actually has an effect) have yet to be implemented. Add to that the lurid scene of $500 vanity items.
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Many contributors feel like clan tech should not be "balanced" against Inner Sphere tech, and that other means should be used for making the game playable with a difference in the effectiveness of the mechs. One suggestion has been asymmetrical team size (such 10v12 or 5v12). Other options include implementing something like Zellbrigen. Players note that with technology comparable to IS stuff, the success of the clan invasion doesn't make sense within the context of MWO. Many players find the superiority of clan tech to be integral to the game's background.
Criticism of those strategies include reminders that the Inner Sphere does get access to clan tech, and as such mixed groups of clan and non-clan mechs are to be expected. Also, players who like clan tech and players who like IS tech should be allowed to have fun playing on the same team, so balancing systems should not be designed around pure-IS and pure-clan forces. Similarly, clan mechs don't necessarily mean clan pilots (re: Victor Steiner-Davion's Dire Wolf), so a Zell mechanic wouldn't necessarily make sense.
Battle value has been suggested as a way to allow mechs to play together even when some mechs are clearly better than others, as is obvious with clan tech. EDIT: The devs have noted that they will not be using Battle Value, but they have not (to my knowledge) explained what problems they have with the BV system. It'll be difficult to convince them that BV is right way to go when we don't know why they aren't using it already.
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Responses to the the implementation of omnimech hardpoints are mixed, and lukewarm overall. Many players like the freedom that would offer, while other players are concerned about the number and variety of hard-point configurations that it would allow, making things like 5 or 6 ballistic weapons possible on an assault mech.
Locking the armor and engine size of omnimechs is unpopular as a balancing mechanic. It's crippling for some mechs (Kit Fox being widely noted) while having far less impact on others (such as the Timber Wolf, which already has a big engine and max armor). This restriction has a wildly varied impact depending on the engine and distribution of armor that you see on the base chassis.
EDIT: In the tabletop rules, omnimechs are strictly easier to modify than standard battlemechs (there's no tradeoff). With this in mind, a number of players find it odd that it will be more difficult to modify omnimechs in some regards. For those familiar with these rules, making it more difficult to modify an omnimech than an IS mech feels counterintuitive.
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That's the real meat of it, as best I can see. Did I miss anything?
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EDIT: Clan LRMs. Several contributors have noted that missiles don't partially explode, and as a result they oppose a sliding damage scale over LRM minimum ranges. Other players note the damage difference between LRMs and SRMs, such that that a clan LRM20 would *not* be like a streak-20, but rather more like a streak-10. The issue of whether clan LRMs should have a minimum range at all appear mixed. Some think that the lack of minimum is important to the character of clan LRMs, while others think it would be too effective.
Many players have suggested making clan LRMs restricted in the effectiveness of indirect fire, some suggesting that they be barred from using IDF. I'll note that clans can indeed use LRM indirect fire, it's just their mech forces tend not to as a result of Zell. If you think that it's important to emphasize IS pilots in clan mechs, then there's nothing to stand in the way of effective IDF with clan tech.
Other players have suggested that clan LRMs be balanced by not allowing TAG and Artemis to stack with clan launchers. I think it's important to note that in the background the clans definitely do use TAG and Narc, but that tabletop semi-guided ammunition (taking advantage of TAG) is not available to clan launchers. This would mean that it would be in-line with the background if only IS missiles could get an accuracy or clustering bonus from the use of TAG.
Edited by Marcus Tanner, 15 December 2013 - 11:04 AM.