Not a tabletop player or lore elite but recall watching the Battletech animated series where small elite Clans pilots take on overwhelming odds of IS lances. Heck, even the MW3 intro had numerical IS superiority plus a MD to take down the just two clanners. Clans can keep their high tech toys and lift dropdeck back up to 250t for all players.
16/12 Is Vs 12/8 Clans Viable?
Started by PeonWarrior, Dec 21 2016 12:36 AM
4 replies to this topic
#1
Posted 21 December 2016 - 12:36 AM
#2
Posted 21 December 2016 - 12:40 AM
As you say... "Battletech animated series"... "lore"...
If it should be 16:12 or 12:8 then PGI would also need to buff Clan Tech again.
Since there is also a QP mode, which would need to rebalanced as well, I guess this will never happen and I also don't want to see such matchups as well
If it should be 16:12 or 12:8 then PGI would also need to buff Clan Tech again.
Since there is also a QP mode, which would need to rebalanced as well, I guess this will never happen and I also don't want to see such matchups as well
#3
Posted 21 December 2016 - 05:42 AM
The extra players would be far more of a deciding factor instead of a little weight. QP swings rapidly on a single mech difference, and you want to make it a four mech difference?
#4
Posted 21 December 2016 - 06:13 AM
Hope you enjoy being a c-bill punching bag for clan mechs that instagib you. Because that's exactly what you are asking for.
#5
Posted 21 December 2016 - 07:09 AM
It would either be 12:10 with per chassis tonnage advantage towards IS or 8:5 with equivalent tonnages.
(from a lore point of view)
The organisation structures of IS are 4, 3, 3, 3+ meaning 4 units make a lance and 3 lances a company and 3 companys a batalion and at least 3 batalions a regiment.
In case of a RCT (regimental combat team) it would be 3 mech batallions plus aerospace, infanterie, tanks and dropships.
With clans organisation is a bit different.
One mech is called point (5 Elementals would be equivalent to one point) five points are a star.
Then it becomes more flexible than IS Organisation.
Two stars are either a binary star or a Nova if one of the stars consists of elementals.
Three/four stars are a Trinary for 15mechs or Supernova if there are two mech and two elemental stars.
A Supernova Trinary would be 3 of each.
A cluster can consist of 20 - 150 points featuring at least 2 Binaries and max 5 Binaries, Trinarys, Supernovas or even Supernova Trinarys.
The highest organisational level is the Galaxy, featuring 2-5 clusters with 40 to 750 points.
In MWO this form of numerical unbalanced drops would only be feasible if Clan tech would be brought back to full strength and match rewards of clan mechs strictly bound to clan rules of engagement.
And those two conditions would render any intentional imbalance between Clan and IS impossible since the clan players would never alow to be brought to heel by any kind of regulations how and against hum they would have to play.
(from a lore point of view)
The organisation structures of IS are 4, 3, 3, 3+ meaning 4 units make a lance and 3 lances a company and 3 companys a batalion and at least 3 batalions a regiment.
In case of a RCT (regimental combat team) it would be 3 mech batallions plus aerospace, infanterie, tanks and dropships.
With clans organisation is a bit different.
One mech is called point (5 Elementals would be equivalent to one point) five points are a star.
Then it becomes more flexible than IS Organisation.
Two stars are either a binary star or a Nova if one of the stars consists of elementals.
Three/four stars are a Trinary for 15mechs or Supernova if there are two mech and two elemental stars.
A Supernova Trinary would be 3 of each.
A cluster can consist of 20 - 150 points featuring at least 2 Binaries and max 5 Binaries, Trinarys, Supernovas or even Supernova Trinarys.
The highest organisational level is the Galaxy, featuring 2-5 clusters with 40 to 750 points.
In MWO this form of numerical unbalanced drops would only be feasible if Clan tech would be brought back to full strength and match rewards of clan mechs strictly bound to clan rules of engagement.
And those two conditions would render any intentional imbalance between Clan and IS impossible since the clan players would never alow to be brought to heel by any kind of regulations how and against hum they would have to play.
Edited by The Basilisk, 21 December 2016 - 07:12 AM.
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