Clan Lights Dead On Arrival
#61
Posted 17 January 2014 - 06:30 AM
#62
Posted 17 January 2014 - 07:42 AM
Set Tesh, on 10 January 2014 - 05:00 AM, said:
http://www.sarna.net/wiki/Piranha
"The sheer speed that the BattleMech is capable of has also made it something of a scout"
http://www.sarna.net...th_%28Dasher%29
"The Fire Moth is a light Clan OmniMech intended for scouting and infantry support/transport"
Other notables:
http://www.sarna.net...ynx_%28Koshi%29
http://www.sarna.net...%28Dragonfly%29
http://www.sarna.net...et_%28Fenris%29
#63
Posted 17 January 2014 - 09:39 AM
If they stick with it, the -lack- of customization will cause a distinct weak point in Clan 'Mechs. Worse, if they proceed to render Clan weaponry "IS with a little flavor", you're going to see some legitimately torqued players.
As it is, I have no plans of buying Clan 'Mechs at this point, as I have serious misgivings about their role and function. And considering what's stuck under my name tag as it is, that's saying something.
#65
Posted 17 January 2014 - 12:35 PM
Lucian Nostra, on 17 January 2014 - 06:21 AM, said:
Flamer has been covered by FupDup
Armor you have to run heavier on the tonnage since Clan FF provides more armor per ton than Sphere the armor I adjusted for you is what the adder will be running following PGI's doubling of armor.
Clan erppcs vs sphere ones is just a sacrifice you gotta make till they are in.
With all that said I still believe the Adder will have a place in MWO, with tonnage limits coming it might not be bad to have a 35 tonner running dual erppcs, especially if they stay are 15 damage a whack (something I highly suspect they won't). While maintaining close to max armor even if the armor isn't optimized (which is going to be a huge problem for clanners.. most of the clan mechs might run close to 80% max armor but the armor isn't concentrated like we run our sphere machines)
The Kit Fox though. yeah..
I have some hope, though it is very slim, that PGI will make JJs able to fit in the pod space. Although how they are handling the Omni-pods tells me that it will not happen. In the books at least, not sure about TT, Aidan had several of his warrior equip JJs on their mechs including Diana’s Warhawk . Most of these mechs never see JJs but because Clan Omni-mechs are supposed to be able to be reconfigured to fit any role, they could equip them. You are right though this would be OP with other builds. As for my Jenner running JJs they are not used to jump snipe just traverse some terrain faster; so losing them is not game breaking for it.
I do not worry much about the Kit Fox since I have not seen it in action yet. If people take it out and expect to run circles around the enemy ripping them apart like the Spider does, then yes it will be a horrible mech. But… If people treat it like a harasser and sneak up and shoot the enemy in the back and leave before they can shoot back, then I see it doing very well. Yes it will be very unforgiving and you will die a lot, but with the amount of fire power that it can bring it can do some serious damage before it is destroyed.
Edited by FireSlade, 17 January 2014 - 12:40 PM.
#66
Posted 17 January 2014 - 01:12 PM
FupDup, on 16 January 2014 - 08:52 PM, said:
Yeah, but they're not following the TT rules exactly. For example, that Command Chair post implies that you cannot change the amount of armor at all. In TT, you can't decrease armor on an OmniMech, but if you're willing to take up pod space for it you can always add more armor. Off the top of my head I think the same is true for the engine - you can't make it smaller, but if you're willing to use pod space you can install a larger engine.
If they actually follow TT rules, a Clan OmniMech is still far more customizable than any IS Mech during this time frame. And within those TT rules, I don't think a Clan light would be DOA. The problem is that it sounds like they're making the rules more restrictive, and under those more restrictive rules it sounds like Clan lights will be DOA.
#68
Posted 17 January 2014 - 01:34 PM
#69
Posted 17 January 2014 - 04:36 PM
Roadkill, on 17 January 2014 - 01:12 PM, said:
If they actually follow TT rules, a Clan OmniMech is still far more customizable than any IS Mech during this time frame. And within those TT rules, I don't think a Clan light would be DOA. The problem is that it sounds like they're making the rules more restrictive, and under those more restrictive rules it sounds like Clan lights will be DOA.
I don't recall any rules stating that armor and engines could ever increase without a total refit of the unit. Looking at my TechManual PDF, here are some important quotations:
TechManual said:
The type, weight, number of points and critical slots (if any) required for an OmniMech's armor must be established when designing an OmniMech's base configuration, and may not be altered in that OmniMech's completed primary or alternate configurations. (Pg. 55)
IIRC, you could indirectly increase your armor by carrying Elementals in your Omnipods, but you weren't able to directly increase armor points.
As for Omnis being more customizable than IS mechs, the problem with that is that current IS mechs have nearly no limits when it comes to customizing. Basically, this is how it looks in MWO:
Battlemechs in MWO can customize:
- Armor
- Engine
- Heatsinks
- Internal Structure
- Equipment
- Equipment
- Hardpoint locations
Edited by FupDup, 17 January 2014 - 05:18 PM.
#70
Posted 17 January 2014 - 09:03 PM
Roadkill, on 17 January 2014 - 01:12 PM, said:
The only things that even come close to this are int he advanced and experimental rules if you use a Super Charger (works like MASC) or Modular Armor (provides penalties as well). You do not well remember TT rules.
#71
Posted 18 January 2014 - 05:42 AM
PGI is doing Omni's very nearly word-for-word from tabletop. Frankly, I love how they're being done.
tl;dr the HBK-4G and HBK-4P have to be different mechs. Converting them from one to another takes a lot of time. The Nova Prime, A, B, and C variants are all the same mech, and converting between them takes a few hours.. This conversion does not touch engine, armor, endo, ferro, or any weapon the designers hardwired into the chassis. Converting these things is actually far more difficult than changing the configuration of a battlemech, as all the parts for Omnimechs are standardized and conversion kits don't exist. Remember, the clans don't believe in custom mechs. You don't own your mech like those filthy Inner Sphere freebirths. Your mech belongs to the Clan. Changing it is heresy.
Edited by Josef Nader, 18 January 2014 - 05:55 AM.
#72
Posted 18 January 2014 - 05:53 AM
The command chair post said that was only their starting point for clan mechs - because that is how they work in TT - not the end point for MWO.
#73
Posted 18 January 2014 - 02:17 PM
Quote
Which makes no sense. Maybe they should enforce how IS mechs work in TT if theyre going to put the same restrictions clans.
#74
Posted 18 January 2014 - 02:55 PM
Khobai, on 18 January 2014 - 02:17 PM, said:
Which makes no sense. Maybe they should enforce how IS mechs work in TT if theyre going to put the same restrictions clans.
Except they're following the rules for building battlemechs and omnimechs almost exactly. The only real change they've made is hard points.
Remember, IS mechs require a whole new mech to change weapons load out, but because it requires a whole new mech you can rebuild almost everything on it. A single omnimech can alter its load out to match a dozen similar battlemechs. It cannot, however, modify anything else without extensive work, especially because, unlike battlemechs, they're a standardized chassis.
#75
Posted 18 January 2014 - 04:22 PM
Quote
Not really. IS mechs cant be easily customized. You can buy refit kits but theyre very expensive and often only available to members of elite house/merc units and thats not reflected at all in the game.
Quote
I fail to see your point. A single omnimech wont be able to alter its loadout unless you also own the omnimech youre swapping components with. For example if you have a Daishi-A you cant give it Daishi-B arms unless you own both a Daishi-A and a Daishi-B.
Clans are actually more disadvantaged because they cant change armor or engine size.
#76
Posted 18 January 2014 - 04:33 PM
In return, you can't change armor or engines. Those are some pretty fair tradeoffs to me.
Clans were balanced in tabletop for more reasons than battle value, champ. They have downsides too.
#77
Posted 18 January 2014 - 10:43 PM
If they are then that means they get all the customization that MWO allows AND access to what you mentioned above (2 slot DHS, clan weapons etc)
That would hardly be fair.
It would make sense if they go this way that there is no mixing of tech. IS gets IS and Clan gets Clan. No swapping or sharing between the two.
#78
Posted 19 January 2014 - 04:49 AM
I can't see them doing that. PGI has made some dumb decisions in the past, but making iconic, high ticket mechs completely obsolete immediately upon arrival is beyond even them.
#79
Posted 19 January 2014 - 05:23 AM
What would you suggest to balance it out? Because in the current game clan mechs at original "power" levels would decimate anything in the Is hands down.
Somebody remarked to me a few days ago, the IS only won because they would do things the clans would not. Ideology beat the clans-not the mechs.
So, what would you do to make a fair game?
#80
Posted 19 January 2014 - 05:38 AM
Frankly, I love what they're doing right now. It's a genius way of making sure that Clan Mechs stay effective (better guns, better upgrades, better XLs) while still keeping them in check with the Inner Sphere (tougher mechs, more manageable heat, more flexibility in mech customization).
Again, the important distinction here is that IS pilots customize their mechs over decades, and they own the mechs, so they can do whatever they want to them. Clan pilots customize their mechs over the span of hours, but the mech is owned by the Clan and the pilot could easily be piloting a completely different mech next week. In this sense, the Clan mech is -way- more customizable than the IS in the short term, but you almost never see modifications to the core chassis like you see in the IS.
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