

Clan 'mech + Is Weapon?
#1
Posted 11 February 2014 - 09:55 AM
#2
Posted 11 February 2014 - 10:00 AM
Look at the bottom.
http://mwomercs.com/...47#entry3120647
#3
Posted 11 February 2014 - 10:01 AM
#4
Posted 11 February 2014 - 10:18 AM
FupDup, on 11 February 2014 - 10:01 AM, said:
No they won't . They've already stated that they are nerfing clan tech into the ground.
#5
Posted 11 February 2014 - 10:21 AM
Sephlock, on 11 February 2014 - 10:18 AM, said:
They would have to nerf it pretty dang hard to make the weight and slot savings not worth it. A few extra heat points is nothing if you can use the extra tonnage and space on more DHS.

#6
Posted 11 February 2014 - 10:31 AM
#7
Posted 11 February 2014 - 10:50 AM
FupDup, on 11 February 2014 - 10:21 AM, said:

Well there's the 10 damage CERPPCs quote, and the desire to make LRMs poopy... frankly, after the introduction of ghost heat (and it's application to large pulse lasers), I believe any (nerf) is possible.
#8
Posted 11 February 2014 - 10:54 AM
Sephlock, on 11 February 2014 - 10:50 AM, said:
If we look back to the Command Chair, the only disadvantage Clan Lurms might have compared to IS Lurms is that they will have 1 extra point of heat (7). The advantages you gain are reduced weight and space (only 5 tons!) and the ability to deal slight damage within 180 meters (exponential decay). It's still a direct upgrade. Even if they shaft stock configs by increasing the weight to 7 tons, it's still better than IS Lurms.
The CERPPC would still probably be better than the ISERPPC unless the base heat increase was huge, although then again the current ISERPPC isn't that great to begin with...
Anyways, the point is that the main downside of using Clan weapons is that you need a Clan Omnimech chassis to do so...which, for the most part, entails having gimped engine or other "core" features. The Ryoken in particular, though, gets off pretty easy because it has a pretty good base chassis.
Edited by FupDup, 11 February 2014 - 10:59 AM.
#9
Posted 11 February 2014 - 03:21 PM
#11
Posted 12 February 2014 - 07:51 AM
And here is why:
Current programming of LB-X and Ultra's are trash
So here are your choices with these trash weapons on Clan Mechs:
Clan LB-X (MWO Programming) - Number of pellets per gun (2, 5, 10, 20), spread, range is not made an advantage (A Clan LB2-X has enormous range advantage but your pellets will be going in two different directions by the time it even reaches its target in MWO at that kind of range), no bonus damage per pellet like previous games
Ultra Cannon (MWO Programming) - Roll the dice when firing your cannon, might jam on first shot, who knows! The only redeeming quality is their overpowered programming of two shells doing the same damage.
Basically that leaves less options to strap on a Clan Mech due to design decisions of programmed weapons AND the proposed 'solution' for Clan Mech "customization."
The likely builds that will be viable huge maybe:
- Lasers (who knows what they are doing with these, making them recycle longer or even hotter)
- 1 or 2 ER PPC (will run hotter than the sun with MWO's heat system as is, and you can not strap on a less heat option like an IS PPC, one redeeming quality is 15 damage on the Clan ER PPC)
- Gauss
- maybe regular SRMs, since SSRMs are not programmed to dumbfire in this game (which they should be able to), and AEP (equivalent of "beagle probe") is a 'hardwired' item if Devs truly intend to go 'straight tt rules' (also since the ECM balance is a huge mess in this game, since missiles are supposed to be able to lock on to ECM in line of sight without any help whatsoever from TAG, BAP, etc.)
Edited by General Taskeen, 12 February 2014 - 08:14 AM.
#12
Posted 12 February 2014 - 03:06 PM
Better start saving for those clan engines and modules.
#14
Posted 23 February 2014 - 01:15 PM
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