SweetJackal, on 24 April 2015 - 07:31 AM, said:
No, that's your interpretation of it and not what I am saying. You can go and take a look at the example given, a laser set that deals a small bit less damage as a base than the IS counterpart with bonus damage for each tick that hits the last location that ramps up, hold it on point and you get a large damage boost.
Making it functionally different in this manner would provide points that IS Lasers excel and points Clan Lasers excel. In this example IS lasers would lose less potential damage and deal more damage per tick when raked across a Light or if you targeted the CT and they twisted properly to spread the damage across multiple components. In this example Clan Lasers would do significantly more damage when held to a single component, either against a target that gives you the face time to core their CT or if you knew the enemy was going to twist so you aimed for the arm/ST to chew your way in with raw damage (or if they twisted too soon and had the majority of the burn on one component.)
By that same line bonus damage could be given to autocannons for hitting the same section repeatedly, either from pellet clusters or holding the burst fire Ultras on mark.
Notice how there isn't a talk about increasing the burn time or the like, rather mechanics that reward counterplay of your opponents defensive actions. A step down in base performance compared to IS tech with a leap forward in effectiveness for proper use.
Following a design path like this properly introduces Clan Tech as a sidegrade to baseline and not an upgrade from the baseline. This removes the need to use restrictions in the Omnimech system to balance out Clan vs IS tech and instead measures the effectiveness of one tech pool directly against the other. Succeeding in this opens the door to mixed tech and Clan Battlemechs without throwing the entire traipse act of game balance out the window.
Sounds like someone has a beef with you. Wonder what made him so salty?

(BTW, this debate has raged since the old street fighter days at least.... all the scrubs used Chun Li and Guile, end later Vega and MBison because they were the easiest to use and "git gud" with, fast. And generally considered the cheesiest and looked down on by the upper tier competitors. You go to the regionals and up, and you'd see the real pros playing Ken, primarily, but the occasional iconoclast who'd break the top tiers in Zangief, EHonda, etc.)
I still see this today, except gamers as a whole,. seem to gravitate to the path of least resistance, period, and the concept of high learning curve, high reward is either foreign or they feel it puts something unfairly out of reach. Sad. Back in the day, we either practiced til we could reach it, or accepted we weren't getting to the top of the mountain, instead of insisting all characters be metacheese like Chu Li or Guile, or they were "bad".
Different game, obviously, but the principle hasn't changed.