Roland, on 08 January 2014 - 10:35 AM, said:
Yeah, and in those games Clan tech basically just obliterates level 1 IS tech.
The extra 3 mechs honestly don't matter much in practice though. If played well, the clan star will generally win.
Honestly, if you played battletech... do you seriously think that clan tech was balanced? Because even the FASA guys said it wasn't.
1v1? Not at all. 8v5? Sure is. To give you an idea, I was playing with TRO 2750 when THAT was the new tech. I was at Origins 91 when Nystul was showing off the new shiny Solaris rules, and my TRO 3050 was likely still warm when I snatched it off the presses. I've played both sides, Clan and IS, and had to rub more than one player's nose in just that assumption. I've played tabletop since the 1980's. I was playing Mechwarrior online when it was GEnie and you paid -by the hour-.
It was that same kind of no-brains assumption that put MechForce tournament plaques on my wall, too. One on one, Clan tech is superior. It doesn't matter how good your guns are when your opponent fooled you into trying to take the shots on 10's while the hidden unit behind them is putting an alpha in your back on 4's. MWO is closer to double-blind rules, and when you can't see everything, that numerical advantage gets even sweeter.
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Yeah, but my mechs are able to obliterate your mechs, because their massive firepower, coupled with the clan targeting computer, coupled with clan pilots, basically means that you get obliterated and I don't.
There's this little thing called "Guardian ECM". You should try it, hoses targeting computers like magic. (Incidentally, Clan pulse lasers haven't worked with targeting computers for years now- the classic "Clan Cheese"). Also, the joys of the BV system. Please, put out your great pilots with ultra-tech. I get two 'Mechs that can plow it under working together with average IS skills for the same price- and in the average exchange, if you kill one and I kill you anyway, I'm up a 'Mech to go team up on the next. And that snowballs.
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But that's not what happens.
Each of my mechs has more than twice the firepower of yours, ton for ton. I'm killing your mechs way faster than you can kill mine.
3025, sure. 3050 era...nope. It's (oddly enough) about a 5:8 ratio- that is, for every five points I'm delivering, you're dealing 7-8 back. Classic example being the Clan ER medium vs the IS standard medium - the CERML hits for 7 (and 5 heat), the IS laser for 5 (and 3 heat). Boated at close range, it actually comes out about equal, but I'm being good and factoring in the slightly better gunnery and range advantage.
My favorite example of this is the
Black Hawk Prime, a Clan laserboat vs the
Komodo, the IS knockoff.
The Prime costs 2663 BV to field. A
Komodo is 1533. The general result of the IS 'Mech and whatever you spent the extra BV on attacking the
Black Hawk is a scrapped Clanner, one dead or seriously damaged IS 'Mech, and the IS player is still standing there with a functional 'Mech after it's all said and done.
Last I checked, the side with no functional units is losing.
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You're acting like the IS gets a numerical advantage, but the clans tech advantage doesn't exist and you can kill clan mechs as fast as they kill your IS mechs.. That's absolutely not the case.
Put two IS 'Mechs on a Clanner of similar weight. I'll turn the Clanner into scrap metal. Put two IS 'Mechs by BV against a Clanner of similar BV. I'll have good odds of smoking HIM, too and the larger the force, the higher my odds are of trapping, focus-firing, and obliterating a Clan 'Mech in the process of taking my own hits.
Any IS player that faces Clanners 1-on-1 is playing straight into the way Clan 'Mechs were designed. Individually, they are, will be, and completely outdo a single opponent using 3025-era tech and in most cases have a serious advantage over a 3050-era IS machine as well.
The point is that no IS team should ever be facing that to start with, and if they do not allow the Clan player to engage in 1v1, they will win as often or more often than they lose, assuming (in TT) a BV-equivalent force or in MWO, a numerically superior one of similar tonnages using the usual 3050-era tech.
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In theory, at some point a numerical advantage would outweigh the clan advantage, but it's not at 5 vs. 8... 5 clan mechs have no trouble mopping the floor with 8 3050 era IS mechs.
Last time I did that was pulling out some old Unseen models in TT, two lances of 3050-tech IS 'Mechs vs. a star of Clanners. We all had heavies and since he wanted to use tonnage, that's how we did it.
The first turn of firing, I put 72 LRMs into a
Timber Wolf from a trio of
Archers, plus a pair of PPC's from the
Warhammer it was after. It fell over after ripping up the
Warhammer. The second turn it couldn't make cover. It died. So did my
Warhammer helping finish it off as the rest of the Star went after the only clean target. 7v4.
Third turn, the remaining four went after the three
Archers that dropped the
Timber Wolf. They ran into two
Jagermech-DG on the way. They got one of the Jagers. I added the other
Timber Wolf to the kill pile from quad Gauss hits plus another LRM hosing. 6v3.
Fourth turn, I ran an
Ostsol-5M into their line of fire, which also blocked the clear path they had to the
Archers. They killed the other Jager. I stopped rolling damage hits on the
Summoner after the head was gone, but I had another 3-4 LRM rolls after that- but it was 5v2.
I lost two
Archers over the next seven turns. He lost, period and I walked off a cooked but still fully functioning
Archer, a slightly dinged
Ostsol, and the second
Ostsol that made an end run and double-team backshotted his
Mad Dog while it was busy pummeling an
Archer to death with it's lasers and missiles.
So yes, given similar tonnage and 3050 tech, numerical advantage crushes Clan technology in a straight brawl. Quite simply, Clanners can dish it out but defensively, they still die just as fast to incoming fire- and go into CLG far faster due to numerical disadvantage and the higher focus on each individual portion of the unit, which in turn yields higher unit degradation due to each dead Clanner taking a disproportionately larger chunk of firepower out of the equation. If the Clanner is smart and refuses to engage in a direct fight, the odds of a win improve considerably- if the IS player cannot force the Clanner into 2v1 or worse matchups.