MischiefSC, on 11 September 2015 - 06:34 PM, said:
In this thread we already see why in actual tabletop BT everyone really hated the Clan diehards. Clans were balanced for PvE, not PvP. Nobody ever took IS vs Clan seriously on TT for PvP. It was never balanced, ever. Use the magical Google and look at forums from 7-12 years ago when Battletech Tournaments were still a thing. It was always Clan players trying to justify having stupidly OP and unbalanced gear while playing against people to run suicide redshirts against them so they could be guaranteed a win and pretend it was them being good and not just utterly broken.
Actually, they're still a thing. It gradually got reined in between rules fixes and BV balancing to the point where only the most heinously broken (in IS or Clantech) stuff exists only in the realms of customizeable supercheese.
Quote
IS vs Clans worked as PvE. The GM would run the opposite side and use magic plot armor and artificial balancing to keep games fun and challenging. The Lore in no way, shape or form will ever work in that regard for a FPS PvP game. It's like saying you want a game where one group of players is playing members of the pre-Clone Wars Jedi Council and the other team is all supposed to play scrub tier battle-droids. 'No, that's fair and balanced, there's so many of you!' Everyone will want to play the Jedi and you'll never get the huge number of players willing to repeatedly play the battledroids being slaughtered in the hopes of scoring a lucky shot.
Oddly enough, I'm one of those IS vs Clan PvP types- usually on the IS side, though I did manage to end up in an epic act of up-yours many years ago just to show that no cheese is truly unbreakable, once they fixed a few rules. As it turns out, given a numerical advantage, Clanners showed a critical flaw- there's only so much damage any given chassis of X weight can take, and if your opponent can keep you pinned on the map, he'll smash your high-tech ubermech into scrap metal. If he gets in with that numerical advantage, odds are he'll even kill you and not be killed back if you were smart enough to use seriously damaged units as initiative sinks.
One vs. one, Clanners were (and are) superior by equivalent weight, and it took BV (and a little bit of tactics) to get things much more in shape. Modern TT is more a game of positioning- if the Clanner can engage opponents 1v1 and exploit his superior reach, he wins. If the IS player can get close enough to negate it, the odds slightly favor the Clanner. If the IS player can get 2+ units in reach of the Clanner and he can't get away, he loses.
The key is "numerical superiority", and it's something the MWO matchmaking system isn't doing. CW is 48vs48 rather than, say 30vs48.
Quote
That's never going to happen, should never happen and fortunately PGI has said it will never happen, because it's an idea that is not just bad but is embarrassing to see people suggest.
Clan vs. IS in TT is a wildcat vs. a brace of dogs. That cat will shred any given dog if given the chance, but if the dogs are packed up, it's a treed kitty or it's dogmeat.