What I see is a whole lot of "make the clan weapons (nearly) identical to the IS and in some cases even blatantly inferior (SRMs)", which once again gives absolutely no consideration to the fact that many of the mechs themselves are already blatantly inferior.
Implementing most of these changes in our age of heavily quirked IS mechs would basically reduce clan play to a stale all TW/SC all the time, maybe a cheetah or hellbringer every so often for the ecm. Just to have a fighting chance agains the IS "quirkmaxing"
And due to lack of quirks in many cases the clans would now more often than not have significantly inferior weapons to the IS in all aspects but weight and crit slots.... lpl, laser,energy, and ppc range, rof and heat quirks do not exist at all with most clan mechs, and teh few that have them like the summoner still need a LOT of help if your goal is to make every thing equally as viable...
The way I see it, many of these changes, especially the energy ones, would for the most part flip balance completely on it´s head by giving the clans less range, longer burn times, more heat, and overall less dps as the same IS tech becasue the IS mechs are mostly heavily quirked. Of course all the while continuing to leave Omnimechs with locked, often unnecessary loadout components like the whk LT filled with HS or teh jumpjets on a summoner. Unlike the IS, clanners cannot fool around with things like engine size to find a better balance between speed, heat and tonnage.
When I then read things like "increase the cooldown time on Clan SRMs to lower the DPS, since they're easy to boat" more, that´s where a possible underlying agenda starts to expose itself: The absolute max number of missile hardpoints for the clans = 6, on a Maddog. Max for the IS? Currently also 6, on a catapult A1, but soon to be 9(!!!) on the archer. So, they can only mount exactly as many (and soom 50% less), but they still get their rate of fire nerfed "because clans can boat more easily."... This statemen does not reflect current realilty at all. Specifically this section is nothing more than a long winded way of saying "Nerf the clans because they are clans and for no other reason".
And if cut clan range and dmg to be almost the same across the board, then mount the is version on a mech that gives 20% more range, RoF and 20% less heat, and teh cllanner now has weapons that are functionally inferior in every thinkable way except crit slots and tonnage. And that appears to be exactly the direction this post wants to take the game.
Sorry, man, I know you mean well and probably invested quite some time and effort into this. But here are very few if any changes in there that I could possibly be convinced to try with the current state of the game. In case you haven´t noticed, the clans already regularly get roflstomped in CW and comp play with the current state of the game, to the point tthat many don´t even bother with CW anymore at al.... All most of these changes will do do is guarantee that those roflstomps will be even harder and more often.
Tha all said: If all quirks were reset to zero across teh board, these ideas would probably all actually be pretty good. Again, as such reall not a bad effort, but the one thing it disregards is what is currently one of the most important balance factors in the game, and unfortunately it pretty much invalidates what many of these ideas would otherwise quite possibly accomplish.
Couldn`t you have made this post in late-2013 and saved us all the quirkenings?
Edited by Zerberus, 09 March 2016 - 01:41 PM.