Khobai, on 18 May 2014 - 12:34 PM, said:
it is pretty stupid. Because pgi didnt properly plan out how to integrate clans into their game... they ended up just sticking them in the same 12v12 queue as IS mechs. But the only way to make that work was to equalize clan tech to IS tech.
That's because in order to correctly implement clans in the game, you'd actually need to have developed community warfare, and with it, a larger context within which to have the clans invade.
Since they never developed any of the elements of community warfare, such as actually fighting for units, players are all simply playing in random battles.
Without the larger context created by the inner sphere, the clans just become additional mechs. Indeed, this is why they were introduced prior to CW.. because they're mechs which can be sold, as opposed to CW which cannot clearly be monetized (although anyone with half a brain could easily point out that if CW were actually implemented well, that it would incentivize the playerbase to put more money into the game... because people tend to spend money on games that are fun.).
To do any kind of balancing of clan vs. IS tech that would be in line with the kind of balancing seen in battletech, you'd need to actually have IS and clan units.... but we don't. So the mechs are just being thrown together into one big bin.
What's extra bad about this is that it's going to largely preclude a real introduction of clans at a later date... You're never really going to be able to have the kind of clan vs. IS battles that took place in Battletech.