

Clan Primes As Good As Clan Heros?
#1
Posted 21 January 2014 - 02:43 PM
The Clan mechs are to be limited on their customization, which i presume will apply to the Prime versions of each chassis. This will perhaps allow some balancing of Clan attributes.
Will potential Clan Hero mechs have this same balancing features (Ferro-Fibrous armour? less optimal engines?) or will they have IS customization allowed?
If the future Clan Heromechs are better than Clan prime mechs it throws the whole value of the Clan packages into question as you would still need to (possibly) acquire another Clan mech in a chassis for optimization. Has there been any official word on the flexibility of Prime mechs or Hero mechs for the Clans?
#2
Posted 21 January 2014 - 02:46 PM
#3
Posted 21 January 2014 - 08:25 PM
Whether they suck or not is personal opinion, dependent upon what setups each player prefers.
It makes sense that Heroes will operate like this:
If the tech base is Clan, they will have Clan limitations.
If the tech base is Inner Sphere, they will have Inner Sphere limitations.
Not known for a fact, of course ... but it's an edumacated guess.
#4
Posted 21 January 2014 - 09:46 PM
#5
Posted 21 January 2014 - 09:57 PM
#6
Posted 21 January 2014 - 10:10 PM
Edited by Serpieri, 21 January 2014 - 10:10 PM.
#7
Posted 21 January 2014 - 10:44 PM

#10
Posted 22 January 2014 - 10:46 AM
Unless it works like a super BAP with faster info gathering or something.
#11
Posted 22 January 2014 - 12:19 PM
DarkDevilDancer, on 22 January 2014 - 10:46 AM, said:
Unless it works like a super BAP with faster info gathering or something.
I suppose it could calculate lead for the ballistic weapons and display that on the HUD. That sounds maybe a bit broken to me, though.
#12
Posted 22 January 2014 - 01:27 PM
Expect to regret every penny you spend on clan mechs. Be comfortable with it and just accept it. You'll be better for it in the long run.
#13
Posted 22 January 2014 - 01:51 PM
#14
Posted 22 January 2014 - 01:59 PM
Verkhne, on 21 January 2014 - 02:43 PM, said:
How sure are you on this? Everything I've heard, clan mechs will be MORE customizable than IS mechs. Like the Prime, but it doesn't have a ballistic hard point that you want in the left torso? Just SWAP OUT THE TORSO with one that DOES have that hard point.
Not sure how this will restrict customization.
#15
Posted 22 January 2014 - 01:59 PM
#16
Posted 22 January 2014 - 02:04 PM
MischiefSC, on 22 January 2014 - 01:27 PM, said:
Expect to regret every penny you spend on clan mechs. Be comfortable with it and just accept it. You'll be better for it in the long run.
I'm not sure about the Adder being "solid," seeing how it's a 35 ton light with a top speed of 106.9 kph after speed tweak (assuming PGI goes through with their proposed Omnimech customization rules). The Stormcrow, though, does stand a reasonably good chance at not sucking due to being fast, well armored, and able to carry a decent payload to boot.
The Timberwolf will depend on how well Clan missiles and energy weapons turn out (not enough pod space to carry much ballistic power). It does have nearly max armor (2 points missing from CT) and a huge engine, its only issue is having a mere 27.5 tons of pod space (for reference, the Ryoken has 23 tons for weapons...).
Edited by FupDup, 22 January 2014 - 02:05 PM.
#17
Posted 22 January 2014 - 02:22 PM
FupDup, on 22 January 2014 - 02:04 PM, said:
The Timberwolf will depend on how well Clan missiles and energy weapons turn out (not enough pod space to carry much ballistic power). It does have nearly max armor (2 points missing from CT) and a huge engine, its only issue is having a mere 27.5 tons of pod space (for reference, the Ryoken has 23 tons for weapons...).
You also need to consider the larger amount of rear armor stock mechs run vs what people usually run. The Daishi for example at 100 tons runs about the same front armor I do on a victor (94 vs ~90 depending on mode). An Atlas will have nearly an entire alpha strike to ct advantage in armor over the daishi even though it is nearly fully armored.
#18
Posted 22 January 2014 - 02:39 PM
MasonDune, on 22 January 2014 - 01:59 PM, said:
WHAT??? How do you figure this? In many of the novels, clan warriors change their loadouts for nearly EVERY battle to suit their personal style and tactical situation.
#19
Posted 22 January 2014 - 07:37 PM
LauLiao, on 22 January 2014 - 01:59 PM, said:
Not sure how this will restrict customization.
OP is referring to not being able to change engine rating or type, armor rating or type or critical slot allocation, and internal structure type or critical slot allocation. This is the way tabletop rules were, and all indications (a.k.a. several dev posts) point to MW:O having those same restrictions.
Edited by Durant Carlyle, 22 January 2014 - 07:38 PM.
#20
Posted 22 January 2014 - 07:40 PM
LauLiao, on 22 January 2014 - 02:39 PM, said:
WHAT??? How do you figure this? In many of the novels, clan warriors change their loadouts for nearly EVERY battle to suit their personal style and tactical situation.
i don't think he meant what you think he did. just sayin lol
but you are right lots of clanners spruced up their weapons loadouts to their tastes and skills.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users