Ok, I'll try this one more time.
Who am I? Some of you might have seen me playing alongside the 228th as a hired merc in the first official tournament, so I see myself as a competitive player, though I'm a bit of a newcomer in the NA scene. Our team was infamous at euro play times during closed and open beta, until dissent and player loss let it become a mere shadow of its former glory

I see myself as quite versed in tactics and gameplay issues. Just to give an example, I planned the tactics for the semi finals against HoL.
Let's take a look at the clan tech, shall we?
Lasers.
CERSL, CERML and CMPL are outright better than their IS counterparts. More range, more damage, better damage to heat ratio. Does the increased burn time offset for their advantages? No. It even helps with managing the heat by increasing reload times. All the other lasers only hold smaller advantages, aside from the absurd ranges they can reach. Burn time issues more of a hurdle for inexperienced or bad players, than for experienced players.
Heat for the lasers should be increased to match the damage to heat ratio of IS lasers, while burn time could be toned down a bit to only account for the superior range.
One example:
IS medium laser - Damage 5 Heat 4 D:HR 1.25 D 1 sec Range 270 m
C-ER medium laser - Damage 7 Heat 5.6 (5) D:HR 1.25 (1.4) D 1.2 (1.3) sec Range 400 m
In this case the clan mech can still take as many lasers as before, but pays with higher heat, which regulates the damage output down to that of their IS counterparts. Slightly longer beam duration offsets the higher range, and is really more of an issue at range.
The CERLL should be brought down to lore 750 meters. IS ERLL brought up to 750 meters. All the heavier lasers should get the same treat as in my example.
Missiles.
All clan missiles (with exception of streaks) weigh only half of their IS counterparts, with only half the slots needed.
This should be balanced by issuing less ammo per ton. This is a delicate piece to balance because of restricted pod space, but I'd start at 25% - 33% less ammo per ton. Something like
this, or
this, should not be possible.
I would then give clan streaks the ripple fire that was proposed by Paul originally, tone down their range to 270 meters and give the CSSRM6 a reload time of 5 sec, adjusting the smaller ones accordingly.
Ballistics
With exception of the LB-X, all CUACs need less slots and weigh less than their IS counterparts. They should get the same treat as the missiles, I think 20% less ammo per ton should be enough to offset their firepower. Same for the CGauss. Jam chance should be the same as that of the IS UAC5. First shot jams have to go.
With these changes you can give all IS ACs burst fire, as they should be on quite equal footing with all these changes.
PPCs
Leave CERPPCs as they are, but give them 16 heat to offset damage, weight and less crit slots. Give IS ER-PPCs 14 heat, 8 PP and 2 arc damage, IS PPCs 10 heat, 7 PP and 3 arc damage.
Targeting computers will pose a problem, they should get tied to the amount of weapons you carry, otherwise the 1 ton TTC will be a must have with no counterpart on IS side.
Clan mechs should also have drawbacks to losing a side torso with XL engine, heat level raise or movement restrictions.
With all these changes clans would keep their unique feel, superior range and have all the lore drawbacks of the clans, aka heat and ammo problems. Also the 2 CERPPC 1 CGauss build would become non-viable. Pilots have to decide between more weapons or more ammo/heat sinks. It brings down the absurd alpha damage that is now possible and increases TTK overall.
Edited by Shredhead, 22 June 2014 - 11:14 PM.