Vermaxx, on 29 April 2014 - 02:25 AM, said:
Yes, balancing clan tech around 12 on 12 teams means clans effectively fail in MWO. They would be a true potential powerhouse if they required some kind of buy in (possibly MC or prohibitively expensive cbill cost) enable your account, and then the teams were always smaller for clan players.
PGI is trying to keep everyone in the same queue bucket, indicating community warfare is hella far off and clan players really won't be playing FOR anything. As such they lose a lot of what balanced the clans out - supply problems, inner sphere dickery, and uneven army numbers.
I kind of want a clan mech so I'm one of the cool kids in July, but I dunno if it's worth it to pay real money.
once the concept of RnR went out the window (even as poorly thought out as it was) that took away one of the biggest "canon" balancers to running Tier 2 and Clan Tech. Add to it the mindest of the FPS crowd, and you lose the ability to use numbers to stack the balance deck. So PGI painted themselves into a pretty corner of having to make the individual Mechs and Tech "balance" which while I don't think makes the Clans DOA, it totally removes their flavor from the game.