Paul Inouye, on 11 September 2015 - 01:04 PM, said:
Clan technology is and commonly known to be over-powered using BattleTech rules.
This really shows how you guys don't understand the battletech universe. Yes, 1 on 1 clan tech is overpowered if a regular 3050 clan mech meets a regular 3050 is mech of the same weight category, BUT that's not how the balance worked.
Some general things to keep in mind:
* Clan pilots were genetically bred pilots, who went through extensive testing and training and a trial at the end. It was not uncommon to see more than 60% of the initial sibko fail before even reaching trial of position. This ensued that a regular clan warrior as the left the academy was likely on the same level as an IS elite mechwarrior. Add to that years of experience and and occasional enhanced imaging implant and you have a monster piloting a mech of superior technology.
* Speaking of that, IS technological curve stalled and even reversed after the second succession war. Clan technological curve, while initially stalled until their colonies had established, later sky-rocketed. Clans are technologically at least 100 years - 200 years ahead of IS at this stage. IS is barely reinventing Star League technology.
* A regular (non elite, non royal-guard, non field test) company usually had access to the same technology as they did in 3015. Pulse and ER lasers, ultra autocannons , streak srms, as well as endo-steel, ferro-fibrous, XL engines, Double heatsinks and Artemis IV were considered experimental systems at the time. Only a few of IS companies had access to these on a regular basis.
* Because of the above the battle value system exists. In order to fight 1 on 1 vs clan mech, two 10 ton heavier IS mechs are usually needed (this is if we include the clan übermensch pilot vs IS regular pilot). For a regular Inner Sphere unit to defeat a regular clan unit the IS unit would usually need a 2 to 1 mech advantage at the very least.
It is (in my opinion) necessary to understand this before attempting any (re)balance or we face the possibility of the same/similar issues arising as with the quirk system. Moreover certain people, like myself, will always be displeased with a system where (in 3050) an IS mech can stand up to a clan mechs in an 1 on 1 battle. it just doesn't feel right.
Actual balance changes I recommend are:
* If we must default to 1 vs 1 battles. Don't give clans extended burn time, greater spread, greater recharge, etc. That just makes certain clan weapons less viable than the ought to be. Keep it simple. Have clan weapons do the same amount of damage as IS. To combat the clan range/weight/critical advantage have clan tech generate more heat. Clan omni-mech advantage is countered by not being flexible in terms of endo steel, Ferro fibrous and armour (yes even the armour levels should be locked).
* For pub matches make sure that there are exactly the same number of the same weight and same technology base mechs on each side. Facing off two teams where one has a clan tech advantage is not very balanced. I would ever recommend that IS vs Is and clan vs Clan matches be played only. With community warfare I would recommend a 10 on 12 matchup (2 clan stars on 3 IS lances) with the current tonnage differences and no quirks.
* At least attempt a battle value balanced system. Turn off quirks and restore classic battletech values, then use sarna and/or Solaris-skunk works or any other mechlab program to calculate battle values and create a custom match where you drop a Clan vs IS match of the same value, with and without using reinvented IS technology. I think you'll realise just how much more skill it takes to defeat IS mechs with experimental technology, when the IS has both a weight and a number advantage. And even without the reinvented Star League tech, I'd like to see a star (5) of Timber Wolf primes (BV 13 685) take on 8 or 9 Awesomes AWS-8Q (BV 12 840 or BV 14 450, respectively) and say that clan tech is over-powered.