Posted 15 December 2013 - 05:42 PM
Well, I'm gonna just say this and get it over with.
The Clans NEED to be nerfed, if they are to be introduced into this game. The reasoning is very, very simple. The reason the Clans got away with being ludicrously OP in TT, was because they had an Honor system. This system involved a pre-engagement Bidding ritual, where each Star Captain bid for the right to take a planet, with the lowest bid winning the right to engage.
This meant that Clan mechs were usually outnumbered 2 to 1.
Additionally, each individual Clan Warrior followed their own code of honor, which (to the best of my memory) resulted in only one clan mech engaging a target, unless another clan mech was fired upon by said target.
When the clans were played this way, balance was achieved.
Neither of these systems can be applied to MWO, simply because 95% of Clan users will use the Tech, without the Fluffy Honor rules attached. They will just want the easiest way to kill an opponent, and then claim it was skill.
HOWEVER. I do not believe the current approach to the Great Nerfing is the smartest. Clan tech should have superior range, superior damage, and superior weight/crit requirements. Weapon Heat (NOT that Ghost Heat BS), and Cooldowns, and possibly volley mechanics should be used to compensate.
A Clan Large ER should run much hotter than an IS version, thus requiring more Sinks to dissipate it.
The Streaks could have a longer Lock time for the larger racks.
As to the LRM, I believe it should have no minimum range, but due to being a "trajectory" weapon, perhaps have it that the minimum Arc Distance is 180m. So yes, if someone is hugging your launcher, you'll do 20 points of damage to their face. Or if you can time it right to catch that Spider in the missiles upward arc, he'll eat missiles. But if you fire at someone 90m away, chances are the missiles will arc straight over him. A secondary option, would be to reduce the MAXIMUM range of Clan LRMs to 750m, but allow them to direct fire at anything under that range. And besides, it's 20 points of damage, spread all over the target, with a 5 sec CD. The UAC/20 will be 40pts of pinpoint damage every 4 secs. Yes, the LRM Launcher is lighter, yes, it has a longer range, but pinpoint damage is still king in this game.
On a positive note, I like the idea of the Pod Changing, BUT, I believe it should be free (No C-bill cost) if you own the alternate chassis. In fact, make it that you can freely swap pods between any variant of the Chassis, But must OWN the chassis to unlock it.
Anyways, sorry about the Wall of Text. I think this could work, they just need some constructive criticism to get it right, instead of all this DOOM AND GLOOM from the Forum Dwellers.