I didn't vote.
a ) Tonage was never a good indicator for balance, not in the table top (and that was even before figuring in clan technology) and not in any PC game I'm aware of. Trying to balance by Tonage never really helped and will not help in the current state of MWO, either.
b ) 3/3/3/3 is unnecessarry as well, speaking from a skirmish-influenced balancing point of view. MWO is way more player-shooter-skill-based than the table-tops reliance on the median of dice. A light in MWO can take on an assault and hope to win. Sure it requires the right terrain, the right tactic, reading the enemies reactions and quite some skill, but it's way more plausible than in the TT. In the TT it could have worked as well, but replace "some skill" with "ridiculous, downright implausible, amount of luck". tl/dr: Since a light can take on an assault and hope to live to tell the tale, 3/3/3/3 isn't good for balance anyways.
I think, 3/3/3/3 is basically only good for one or two things: Managing the queue and making sure that every team is mixed enough to have a shot at the different game modes. 12 Lights vs. 12 Assaults in Conquest sounds like an easy win for the light team (unless you get that one team that runs stock urbies).
Iron Harlequin, on 17 June 2014 - 10:02 PM, said:
Not really a fan of the "Rule of 3" , since then you cant bring a full lance of one type of mech, that kind of ruins (not me I haven't found a group to play with) groups of pilots who focus on running specific lances.
The group-queue allows for this ( within the limits of tonnage:
http://mwomercs.com/...tonnage-values/ ) and even if the matchmaker puts you in different lances, just take command for a second and re-arrange lances while everyone waits for the drop.
Edited by Thor Sten, 18 September 2016 - 04:55 AM.