Moenrg, on 10 January 2014 - 11:49 AM, said:
But they are nerfing the weapons (and that worries me). Besides, you can adjust the rate of fire/range/heat all you want - an LB 10-X does 10 damage, period. An LRM 15 does 15 damage (at best), period. A UAC 20 fires 2 shots that do 20 damage each, period (and with ghost heat, double tapping a UAC 20, will be like firing 2 AC 20's (just like a boom jager atm) - so good luck cooling that. Not to mention they have hinted at increasing the heat on Clan weapons - you want an ERPPC that has 20 heat?
I agree we need far more details before we can make a final decision (including on whether we should spend real money), because as stated (and with drop limits becoming a reality) many Clan mechs might easily end up being useless in CW.
What should bother most people is that while Clan mechs were massively overpowered in TT, a huge part of that reason is that in TT, you can't customize battlemechs (that is an optional rule, and NOT one of the standard rules in TT). As soon as you allow customization, the gap between clan mechs and IS mechs begins to narrow. Allowing customization of IS mechs is a HUGE buff, denying that to clan mechs and their 'overpowered' weapons are all they have to compensate, take that away and they quickly fall into the inferior range (with a few exceptions, that are pretty close to optimized with MWO's meta).
They are discussing possible changed to how they work. Like the lasers (which do more damage) taking less than a second longer to finish dealing that extra damage (while still at longer range and less weight). As far as LRMs, do you really want CLRMs being used as SSRMs that will do much more damage? Instead of a damage drop off, I'd be more tempted to have the missiles spread out a lot at the start of their launch, but close in tighter after 180-200m range. This would make them still arm up close, but splash their damage literally everywhere.
As I said before, I shall withhold any judgements on anything clan till it is actually implemented into the game or PGI gives a "This is exactly how we are doing this" thread being posted. Till then, we have concepts on how they intend to approach the clans, but nothing solid.
Moenrg, on 10 January 2014 - 11:49 AM, said:
Then why don't we see Jenner's and Spiders doing this? They could certainly drop engine sizes and greatly increase their firepower, but they don't. And not just 'bad' pilots, but the best ones - I'll tell you why - because slower mechs can't disengage, once you are caught, you're forced into a fight - and with your longer ranged weapons, you'll be chewed up and spit out in very short order. What you are missing is they in addition to nerfing the mechs, they are nerfing the weapons, so your 106.9 kph Kit Fox isn't going to have a weapon advantage over a 106.9 kph spider. Don't believe me - put an XL180 in your spider and do a few drops - oh and limit your armor to 144 (so take off about 5 to 10 armor points in ALL areas) - you can easily carry 15 tons of weapons with that setup - I'm surprised that the 'best' light pilots haven't thought of that.....
Clan XL engines (as far as we know) will still only have 2 crits on the sides, meaning they can lose a side and keep going, with the weight savings of the XL.
Weapons are still going to be lighter, as far as my understanding, besides maybe the CLRMs. Most clan weapons are about half as much weight as IS, or they do more damage at the same weight, with extra range on most all of it. This means they can put or deal almost twice as much damage per ton of "pod" space compared to IS mechs, as well as out range many of their IS counterparts. This means they can get a salvo or two extra off before the IS mechs might even be able to deal damage back.
Not all of us light pilots run super fast. I have a few slower designs myself, like a Cicada (most people consider it a light) that only moves 90kph. Or my 90kph Locust 3s (which does well). A slower light can work well, depending upon how it is played.
Basically, once again, I'm going to withhold judgement till they are here. There is currently not enough information on the subject to provide any kind of accurate opinions as of yet. We have the "concepts" post, which isn't anything solid and all "placeholder" for the moment. Not to mention, just like with the LRM changes after LRM Apocalypse, I'll see how it feels on the battlefield too, as numbers and "spreadsheetwarrior" don't always do a good enough job of seeing if it feels right.