My suggestion, as ill-received as it may be, is to simply reduce the difference between IS and clan weapons. Reduce the weapon range differences to near marginal numbers 50-75 meters. Reduce the damage numbers to 1/10 - 1/12 more damage than the IS version.
Clan mediums would do 5.5 instead of 7. Larges do 9.7-9.9 instead of 11 and so on and so forth. Thus they still get weapons with better range and more damage, but to a degree that has far less impact. I am for a weapon damage reduction across the board of about 10-12% anyway. There is no reason to stick to the tabletop here. We just need a balanced game.
Now to factor in the reduced weight of Clan weapons, we need only take into account the tonnage saved on any given build. So a medium clan mech might get rated similar to a IS Heavy based on weapon loadout. Essentially Any tonnage savings over an IS equivalent weapon would translate directly into an increase in the "size" of the chassis. For an example take a Stormcrow with 4XLRM10. On an IS Chassis that would be 20Tons of weapons on a Clan chassis it is 10Tons. Thus the Stormcrow would get rated as a 65 ton mech to reflect the 10 additional tons of weapons it is able to carry. The same would be true of energy and ballistic builds factoring in that the difference in weapon weight and a 10%-12% of the total weapon weight. Simple example a Nova with 12ERML. The total weapon weight is 12 tons in each case, but the damage output of the nova is 10% more thus 50 tons multiplied by 10% = 5 tons. Equivalent mech on the IS side would be 55 tons. If a difference falls somewhere in between simply round up to the nearest 5 tons. At 100 tons well the equivalent mech is still only 100 tons nothing needs to be done here.
This takes us to the last problem which is those side torso safe XL engines. Part of this would already be taken into account by factoring in that the tonnage difference would translate into more armour soaking potential on the IS side. I don't actually think any further tweaking would be necessary for public queue play. For CW just give IS more tonnage or less tonnnage based off how it plays out.
Clans have UAC10-20. Potentially an advantage, but with the multiple rounds in a shot probably works out about the same in the end.
Clans weapons would be superior still, but not excessively so, and we could get rid of all the IS "quirks" that are just plain ridiculous right now. Match the ghost values for IS and Clan since the weapon damage values would be equivalent.
I look forward to enhancements in the information warfare/sensor portion of the game.
Edited by BAHS, 02 October 2015 - 07:42 PM.






















