phelancracken, on 05 July 2012 - 09:06 AM, said:
Pardon,
my point is still valid,
The clan armour is barely 1.5 tons more protection across the board in the assualt catagory. You may not have say double the armour, but you are suggesting they have vast amounts more. No they don't. XL engines yes, difinite advantage, however, IS came close to matching that with the light engines. Granted, that's over a decade away, but considering they didn't have advanced tech before 3030, quite remarkable right?
As for the Clan ERLL, You forgot the ISERLL. IS do get ERML and ERSLs with some time. You compare apples to apples. The clan ERML isn't over powering. It's showing what progress can do.
Let's compare the ERLLs then.
Clan gets 25% more damage, same heat, 32% more range. 50% less crits and 20% lighter. Again, not overpowering. If IS had the tech during the succession wars, they most likely would have gotten this advanced. Like the IS PPC, the ISLL is a weapon system that's becoming outdated back in the Star League era. The ERPPC was used so much due to it removing the minimums of PPCs as well as the greater range. Granted, 50% more heat, but, it was a hard hitting primary weapon. The ERLL was still a good weapon, but some people look at it as not a very good improvement on the LL. 4 hexes more range for 50% more heat. Meh, it was a start.
Clans aren't overpowered, if they were, they wouldn't have been kept in the game for 22 years. I have seen this for 22 years. Clans are overpowered, they should be the same tech, blah, blah, blah. They are the same tech. Just more advanced in that they have perfected everything that was available during Star League plus carried on the improvements that Star League tech suggested. Yes, more advanced, They use essentially the same weapons but are lighter, smaller, have more range or punch or a combination. I don't care if you don't want to admit it, but the clans prefected Star League tech. Until they came out with the Heavy Laser, they didn't come out with a new weapons system until then.
Everything about the clan tech in trying to make it work with IS boils down to this, we have no clue how they did that, and how they can make this. But when combined with the Helm memory core and reverse engineering, all sorts of things happen.
So,
you want to compare clan mechs having IS assualt level armour? Okay...you asked for this
IS mechs having 160 or better points of armour.
Warhammer 6R 160pts
Maraunder 3R 176pts
Dragon DRG-1N 160 pts
Hunchback 4G 160pts
Flashman 7k 216pts
Orion 1K 232pts
Kintaro KTO-18 176 pts
Thunderbolt 5S 208pts (IIRC)
I could keep going. There are a lot of IS mechs with 160pts of armour that are heavies and more than a few at the medium level. This armour advantage is more phantom than IS wants to admit.
First, the Clans fielded lighter 'Mechs that had equal or better armor than Inner Sphere 'Mechs that weighed much more. You are trying to use the game mechanics to mask the issue. 'Mechs have the same cap relative to weight. As an overall package, however, the Clans can field 'Mechs with much better overall packages than their Inner Sphere counterparts. That fact is not negated by the mechanics of the game.
Second, I did not forget the ISERLL, which was brand new. You are entirely missing the point. This is not an issue of apples to apples because the point is that the CERML is actually better than the ISLL. You are again trying to mask the issue at hand by using Inner Sphere technology that was not yet common. The Clans were designed to be ridiculously overpowered against Level 1 technology, and Level 2 Inner Sphere technology was designed to close the gap a
little bit.
Third, Clantech is overpowered, and FASA knew that. That is why the Clans were limited by
custom from the very beginning. They bid away their forces, avoid concentrating their fire, and whatnot BECAUSE they are overpowered. All of their other advantages had to be balanced by their customs and traditions to give Inner Sphere players a
chance of competing, period. You cannot use the overall package as a reason to say that their technology is not overpowered when the overall package is purposely designed as a check on the overpowered nature of their technology. Even the BV system is designed to check the Clans because they have Light 'Mechs with BV equal to Inner Sphere Assaults. That is the entire point of suggesting the Company-Star model. It would only be using the checks on their power that FASA designed.
Finally, I asked for what? You to continue making my point for me?
Hunchback ... 50 tons, 160 armor, 18.5 tons for weapons, 65 kph
Kintaro ... 55 tons, 179 armor, 18 tons for weapons, 86 kph
Dragon ... 60 tons, 160 armor, 19 tons for weapons, 86 kph
Flashman ... 75 tons, 216 armor, 22.5 tons for weapons, 86 kph
Orion ... 75 tons, 232 armor, 28 tons for weapons, 65 kph
Nova ... 50 tons, 160 armor, 12 tons for weapons, 86 kph
Stormcrow ... 55 tons, 182 armor, 23 tons for weapons, 97 kph
Mad Dog ... 60 tons, 163 armor, 28 tons for weapons, 86 kph
Timber Wolf ... 75 tons, 230 armor, 27.5 tons for weapons, 86 kph
I am not going to touch the Unseen. The Hunchback looks impressive with its weapons tonnage until you actually look at it, and the Nova is a good bit faster while packing a punch. The Stormcrow embarrasses the Kintaro. The Mad Dog matches the Dragon in armor and speed with 47.4% more tonnage for weapons. The Timber Wolf embarrasses the Flashman, and the Orion only comes close in terms of armor and weapons tonnage while watching the Timber Wolf run away in terms of speed. It is also important to note that 27.5 tons for Clan weapons means a lot more than 28 tons of Level 1, or even Level 2, Inner Sphere tech.
The Clans can field 'Mechs that have greater weapon range and damage, better heat dissipation, greater speed, and better overall armor compared to the Inner Sphere, period, dot, the end. The vast majority of Inner Sphere designs do not even come close to the Clans. Just because a handful of designs out of many match one characteristic or another does not somehow negate the munchiness of the Clans. If my 'Mech has to go slower and carry fewer weapons to match your armor, then you have a serious advantage. If my 'Mech has to carry fewer weapons and less armor to match your speed, then you have a serious advantage. If my 'Mech has to go slower and carry less armor to match your weapons tonnage, then you have a serious advantage. You cannot parse your way out of that reality.
FASA designed Clantech to be overwhelmingly powerful compared to the Inner Sphere, period. The Clans were supposed to steamroll over the Inner Sphere. FASA created a system of customs and traditions to limit the Clans in other ways so as to try to balance them out
some while still making them very powerful relative to the Inner Sphere. The mechanics of the Clans are proof of that. If the Clans were truly balanced with the Inner Sphere, they would not be so powerful relative to the same. For example, if hypothetical A is three times more powerful than hypothetical B, the perfect balance would be 3B versus A, not 2B versus A. The Clans were designed to be much more powerful in a mechanical sense, and they were only somewhat checked by the fluff. The Inner Sphere also had to rely on artillery, mines, dirty tricks, and so on to be able to compete and win. Focusing solely on the armor number simply is not intellectually honest because it ignores the fact that every 'Mech design is a balance between speed, armor, heat dissipation, and weapons, and the Clans have huge advantages when it comes to maximizing each category. If an Inner Sphere design matches a Clan design in one category and loses in every other category, they are not "balanced" relative to each other.