I figured it would be the best option. Clan Mechs are superior especially because players are not confined to the lore way of fighting.
Essentially we have inner sphere pilots in clan mechs instead of clan pilots in clan mechs.
So in the Community Warfare I propose that Inner Sphere Decks get a Fifth Mech pick and the necessary tonnage boost to field it.
in the books I believe it was a 4:5 ratio anyways. Minus Elementals of course.
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Clan Vs. Inner Sphere Balance Idea: Is Gets Five Mechs In Deck.
Started by evil713, May 24 2015 08:14 PM
8 replies to this topic
#1
Posted 24 May 2015 - 08:14 PM
#2
Posted 26 May 2015 - 08:30 AM
Yes, please let the tonnage sort it out. Bumping and verfing weapons to get a balance is making the game a lot less fun that it should be. I'd love to see IS droping with 5 mechs in the drop deck against 4 for clans or adjust how many are on the field at a time and run 8 or 9 vs 12 on the field.
#3
Posted 26 May 2015 - 11:10 AM
If this was MW4, sure.
This is MWO, where mechs are reasonably balanced out against each other and the IS can match up to the Clans through completely noncanonical quirks.
No.
This is MWO, where mechs are reasonably balanced out against each other and the IS can match up to the Clans through completely noncanonical quirks.
No.
#4
Posted 27 May 2015 - 07:51 AM
Is this a joke? Clans are under par compared to quirked IS mechs!
#5
Posted 27 May 2015 - 03:16 PM
Thats right. Ditch the quirks. Let the calns field stars of 5 instead of lances of 4.
#6
Posted 27 May 2015 - 03:28 PM
Well one alternative is to add a feature that would be both fun and lore friendly. Allow the Clan forces to bid for the slot before starting the match-up. Clan teams would select the forces they wish to field and lowest bid gets the drop. Bid too low and you will win the drop but get smashed. Bid too high and someone else gets the drop. Bids could be in terms of tonnage or even dropping player slots, i.e. a team could bid to drop with 10 players.
#7
Posted 13 April 2016 - 08:24 AM
Clan battlemechmech are overpowerfull in the boardgame, it's a fact... But innersphere pilots can use melee(kick, punch, hatchet) for fighting and not the clan pilot (Clan rules of engagement: just one target at a time, dueling style of combat, no melee, etc)
Just add melee for innersphere battlemech?? and not nerfing the clan ?
Or make tonnage compensation in faction and not nerfing the clan ?? (like removing 10 tons for each clan mech in the maximum tonnage?)
Just add melee for innersphere battlemech?? and not nerfing the clan ?
Or make tonnage compensation in faction and not nerfing the clan ?? (like removing 10 tons for each clan mech in the maximum tonnage?)
Edited by Damnedtroll, 13 April 2016 - 08:25 AM.
#8
Posted 13 April 2016 - 09:54 AM
I put up a poll awhile ago that made it more like the game lore, 12 vs 10 (so 3 lances vs 2 stars). It got voted against heavily, no doubt by the unit members who run nothing but clan mechs in their drop decks to overwhelm I.S. mech teams.
#9
Posted 13 April 2016 - 07:24 PM
the problem is that the IS has way too much of an advantage because of the quirks and the IS weapons being better than the Clans(I blame russ hate for clans for this and not balance as that's just an excuses).
they need to do away with the quirks and have mechs on as much of a balanced field they can have.
they need to do away with the quirks and have mechs on as much of a balanced field they can have.
Edited by VinJade, 13 April 2016 - 07:25 PM.
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