Why is Clan tech so advanced and why is it an issue?
#1
Posted 02 July 2012 - 11:52 PM
Why is Clan technology so advanced and how would it really effect the game compared to the age difference in the current 'mechs?
Mechwarrior Online takes place just before the Clan invasion, so currently everything is Inner Sphere, which I understand. "Operation Exodus" was in 2784, the Clans were formed and the invasion was 300 years later, in 3050. I was looking at some of the 'mechs that will be in the game and the dates they were developed and I was surprised just how old some of this stuff is.
Commando - Introduced in 2463. This was over 300 years before the Exodus and add another 300 years before the invasion, this 'mech will be around 600 years old when we use it in Mechwarrior Online!
Catapult - 2561 ~500 years old ~225 years before Exodus
Hunchback - 2572 ~475 years old ~215 years before Exodus
Atlas - 2755 ~300 years old ~10 years before Exodus
Centurion - 2801 ~250 years old
Nova (Clan) - 2870 ~180 years old
Timber Wolf (Clan) - 2945 ~100 years old
Cataphract - 3025 ~50 years old
Is something like the Cataphract, which is in the game and only 50 years old, completely obsolete still to the Clan tech that is ~150 years older? How will a Cataphract compare to a Commando, which is 550 years older? Did the Inner Sphere really produce the same 'mech for the better part of a century?
I know it's a lot of questions but everyone talks about the Clan Tech being tough to balance but if we are already using antique 'mechs against something modern like the Cataphract I imagine the clan 'mechs wouldn't be much harder to balance than anything else. Also, since the Commando is a 600 year old light 'mech, will it be a horrible starter 'mech or something?
#2
Posted 03 July 2012 - 12:01 AM
Clans, on the other hand, fled during the golden age and took the tech with them... and perfected it over the time of constant fighting.
Their tech is lighter, gives more damage, less heat, takes less crits and has bigger range... that's better in all categories possible.
As for the new mechs facing the Clans, there is one problem.
Both of them (Raven and Cataphract) are Capellan designs produced by Capellans... and we didn't fight the Clans. But even if we did, they are new mechs, but it's still only the modern technology of the Inner Sphere (still below the golden age tech, let alone the Clan one).
#3
Posted 03 July 2012 - 12:03 AM
The ancestors of the Clans left the Inner Sphere when the Star League was at its technological height.
Then the Inner Sphere spent a couple hundred years nuking themselves back to the stone age, while the Clans continued to improve their technology from what the Star League already had.
So by the time the Clans return the Inner Sphere is essentially throwing rocks at each other, while the Clans have better stuff then their ancestors ever saw.
#4
Posted 03 July 2012 - 12:03 AM
The Inner Sphere had a higher tech level before the exodus then it has now. The reason for this is that a lot of knowledge was lost during the Succession Wars. The mechs mentioned in TRO 3025 are often downgrades of superior mechs from the Star League era and early Succession wars.
The Clans never lost this tech and improved upon it during their exile. It is only now that the Inner Sphere is recovering its lost technology due to the recovery of the Helm memory core.
#5
Posted 03 July 2012 - 12:03 AM
#6
Posted 03 July 2012 - 12:04 AM
the thing is that during the war between the rival houses (steiner, kurita, davion, liao, marik) aka the "Successor Wars" most knowledge was destroyed...
on the other hand the clans evolved from the star league and formed a society in which engineers and pilots formed a most honerable "caste"
you can read the mainstory in that thread :-D
http://mwomercs.com/...tions-and-tech/
#7
Posted 03 July 2012 - 12:08 AM
While this was happening the clans have been building off their complete record of Star League data bases meaning that not only do they have a massive head start they do not have the infighting which has caused so many problems with the IS technology scale (i.e.Steiner found an experimental laser design so Liao goes in and blows up the envoy, recovery site and information to deny it to Steiner while the clans would have a trial by combat for the claim to it but the information itself would not be lost)
I would also like to put it out that during this time almost all claners were grown in vats from the pinnacle of DNA and divided into castes based on their strengths so they also had the very best in research, combat, infrastructure and commerce.\
Hope this helps you out and doesn't raise too many more questions.
Edited by Drop Bear, 03 July 2012 - 12:14 AM.
#8
Posted 03 July 2012 - 12:21 AM
what you also forgot to mention is, the art of war.
Clanwar means a bet before fight. Honor is very important, so clanners will always bet with how less units they engage. So Clan vs. IS means that clanners will be outnumbered at their own will, cause they know how strong they are.
This is something giving equal chances. Playing tabletop would lead into this roleplay, but how this would/could be done ingame, depends on the players.
#9
Posted 03 July 2012 - 01:43 AM
VooDooPC, on 02 July 2012 - 11:52 PM, said:
I know it's a lot of questions but everyone talks about the Clan Tech being tough to balance but if we are already using antique 'mechs against something modern like the Cataphract I imagine the clan 'mechs wouldn't be much harder to balance than anything else. Also, since the Commando is a 600 year old light 'mech, will it be a horrible starter 'mech or something?
how many years has ford been making the mustang? Does the original bear much resemblance to the newest model? Just because a chassis has had the same name for a hundred years doesnt mean there havent been improvements on the chassis. As for why newer tech isnt better than old clan tech, when rome was razed it took us over 1000 years to rediscover indoor plumbing. Irans newest shiniest missile is still worse than our 50 year old ICBMs.
#10
Posted 03 July 2012 - 02:02 AM
In short: While the Inner Sphere was busy making war, practicing scorched earth, and obliterating the means by which they even waged war, the Clans were busy taking the best technology of the Star League and making it better.
Personally, I think if the Clans had waited another century or two, they would have come back to find ComStar in open control of everything (secretly they already controlled everything =P). There would be no need to conquer the Inner Sphere, then, because they'd already be united, albeit not under the banner of the Star League (though you never know, the Primus at the time may have used that for the sake of nostalgia or to 'legitimize' his rule or something =P).
#11
Posted 03 July 2012 - 02:06 AM
Clans never had that loss of knowledge, AND in the beginning created a system that protected the knowledge. The clan tech is more Efficient, but they didn't invent much new tech, they just improved the tech they already had. Once Inner Sphere got the tech from the star league back, all the years of war and such, they started coming up with new ideas much quicker then the clans, but that won't be for another 6-9 years. This game starts around the time the Inner Sphere have deciphered the old Star League technology and have upgraded most designs to use it. This is the beginning of the IS new golden age. (sort of)
#12
Posted 03 July 2012 - 02:19 AM
clans have omni hard points instead of specific mounted weapon types. clan weapons weigh less and use less crit space.
clan double heat sinks are 1 ton 2 slots 2 heat removed, is heat sinks are 1 ton 1 slot 1 heat or 1 ton 3 slots 2 heat.
clan armor weighs half as much for the same protection but uses a few crits, is armor is either 2x as heavy, or uses up way more crits for the ferro version.
at the end of the day for the same tonnage/armor rating, you can have more weapons on a clan mech and the heat sinks to use them. star league sinks and ferror help the IS a little, but are still poor in comparison to clan tech. the tech difference is tantamount to having alot more health, and 2-5x more firepower (based on more weapons and far superior heat management). the only thing keeping the clans from steam rolling the IS in lore was zell and sheer numbers of units they had to wade through, and comstar.
if i can slap clan double heat sinks and weapons and armor on my atlas or cataphract or warhammer or any other is mech, i can turn it into a machine any clanner would fear facing.
Edited by LordDeathStrike, 03 July 2012 - 02:20 AM.
#13
Posted 03 July 2012 - 02:59 AM
The answer to first question to the first question is none. That will be the answer to the clans they may win many battles but the war will never be theirs. Like us we always forget the human factor. The Clans may have Gen altered warriror and and better weapons they will end up with the same.
On August 7 we will be working on solving such problems. If its worng they will fix it , so for the mean time lets please let these folks do
best making a great game and stop whinning. we have waited 10 years for this let us not whine it out of existance before we even start.
#14
Posted 03 July 2012 - 03:17 AM
What I'm hoping for is that this game will be well enough written, and the players avid enough, that when the clans do arrive we won't see a mass exodus to play as clanners but instead see people rise to the challenge of defending the factions they already play for.
#15
Posted 03 July 2012 - 03:21 AM
Valten, on 03 July 2012 - 03:17 AM, said:
What I'm hoping for is that this game will be well enough written, and the players avid enough, that when the clans do arrive we won't see a mass exodus to play as clanners but instead see people rise to the challenge of defending the factions they already play for.
This will probably be the case. Even though ive loved the clans to bits since MW2, ill probably end up playing for the factions that have the least support just to even things out. And hey fighting on the losing side sounds like an honourable cause to me anyway ^^
Edited by Artaire, 03 July 2012 - 03:22 AM.
#16
Posted 03 July 2012 - 05:01 AM
Oh and before anyone gets the idea that balancing will go out the window when clan stuff comes out think again. The TT game rules had battle values associated with the various mechs. If the dev's use that system or something similar to it you should still get fairly even games. Basically the clan mechs are worth more ton for ton. Oh and the clan forces organized in 5 mech stars vs. the IS model of 4 mech lances.
#17
Posted 03 July 2012 - 05:13 AM
Adridos, on 03 July 2012 - 12:01 AM, said:
Clans, on the other hand, fled during the golden age and took the tech with them... and perfected it over the time of constant fighting.
Their tech is lighter, gives more damage, less heat, takes less crits and has bigger range... that's better in all categories possible.
As far as I know in all the games I have ever played all clan tech generates MORE heat, even the missle systems. I have read many books as well and they do not mention that clann tech runs cooler, just that it does more damage and has a longer range. In fact now that I am checking in battletech avanti's angels trillogy there are a few passages in the third book that mentions increased heat in the Clan PPC weapons.
Edited by Twisted Power, 03 July 2012 - 05:14 AM.
#18
Posted 03 July 2012 - 05:33 AM
Twisted Power, on 03 July 2012 - 05:13 AM, said:
Some Clan weapons generate more heat (For example ER lasers), the same (Pulse lasers), or less (Ultra Autocannons). Thanks to being lighter and smaller they can afford to install more of their (again smaller) double-heatsinks to compensate while retaining additional range, along with the same or more damage. Their advanced construction techniques also save significantly more space for Ferro-Fibrous and Endo-Steel slot usage, along with their XL engines which not only require 2 spaces in each side torso rather than 3, but also result in a side torso's destruction not automatically killing the engine.
SOURCE
Edited by Reoh, 03 July 2012 - 05:34 AM.
#19
Posted 03 July 2012 - 05:38 AM
Reoh, on 03 July 2012 - 05:33 AM, said:
Some Clan weapons generate more heat (For example ER lasers), the same (Pulse lasers), or less (Ultra Autocannons). Thanks to being lighter and smaller they can afford to install more of their (again smaller) double-heatsinks to compensate while retaining additional range, along with the same or more damage. Their advanced construction techniques also save significantly more space for Ferro-Fibrous and Endo-Steel slot usage, along with their XL engines which not only require 2 spaces in each side torso rather than 3, but also result in a side torso's destruction not automatically killing the engine.
SOURCE
Clan and Inner Sphere lasers produce the same ammount of heat. Ultracannon's produce less heat clan side.
The only advantage, tech wise, of Inner Sphere design is the weird weapons they get (MRMs, etc), which is largly destroyed when the clan's copy those same weapons some time later.
Oh, and the standard Medium Laser, which is largely considered the best weapon ever, balance wise.
EDIT: Perhaps you are looking at the Clan ER Pulse Laser?
Edited by Bombast, 03 July 2012 - 05:46 AM.
#20
Posted 03 July 2012 - 05:45 AM
My Question though is, are these carry over designs from the Star League (When they first left and created the Clans, or were these captured and re-conditioned Mechs durring the invasion?
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