IS v Clan are actually not that unbalanced Player can be Clan
#1
Posted 21 November 2011 - 05:04 PM
I noticed this as I specialize in close quarters combat with mechs. So this is from someone who has first hand experience on this. I also noticed that the key to low heat design is don't use Clan tech.
This is why we can have players be Clan because it all comes down to range. The Clans were planing on coming back and most likely didn't build large sprawling cities so they wouldn't have ever trained in that environment. The Inner Sphere is full of populated worlds with cities and most fighting was done to get cities because they give tactical advantage. That is a good explanation on the reason for the differences.
#2
Posted 21 November 2011 - 05:34 PM
In MW4:Mercs, I do remember them using/costing more heat, (ie: Clan ER Large Laser creates more heat than the IS ER Large Laser, and obviously significantly more than the IS Large Laser (non-ER) ) and the IS having some exclusive weaponry.
The following tables are from the TT and I do not see any specific disadvantage that using clan tech over IS would do, aside from just mounting non-ER versions of weaponry since they might not matter in urban combat.
http://www.sarna.net...#Energy_Weapons
http://www.sarna.net...nergy_Weapons_2
In MW2, MW2 Mercs, and MW3, clan-tech was vastly superior even factoring in heat costs simply due to clan double heat sinks only taking two criticals instead of 3. That's a pretty big difference and I don't see how an advantage like that would be compensated for in MWO:Mercs. And if this is 3049 or whatever, or 3050, here are some things the Clans have that the IS doesn't have (Excluding lostech and SL stuff):
Ultra autocannons
LB-X autocannons
Streak SRMs
Swarm LRMs
Thunder LRMs
I'm probably wrong and forgetting a bunch of stuff, but just having double heatsinks and omnimech chassis is pretty ridic.
I would love and prefer to be able to play and use clan mechs but just some ideas off the top of my head would all need to be factored in.
Obviously if they change/tweak numbers or give clan tech more of a "Tradeoff" rather than "Direct upgrade" feel, that would be ideal. I was born and raised on MW2, so I'm actually much preferring the idea of playing a clanner than joining a house. That said, MW2:Mercs got me pretty excited about some of the IS houses, but I still prefer the clan stuff just from where I started and the nostalgia involved and just overall preference of the design. I mean, imagine if you started with clan equipment and mechs and basically had to play other games where "Okay I have shittier stuff until I get the REAL DEAL" and that's how it seemed like to me when I was younger and going through these. Obviously I have a new appreciation for IS mechs but mentally, on some level, clan gear will still be "top tier" equipment.
#3
Posted 21 November 2011 - 05:50 PM
Mechwarrior Video games have ALWAYS played down the clan weapons.
Now if we look (Opens the Great Big Book of Battletech) in the CBT book for Damage / Range / Weight Size. Than look in the Solaris VII book for an Idea of fire Rate. You will find the Clan gear does more damage per hit most of the time at longer ranges, for Less weight & smaller size. Plus can fire Faster too about the only thing that the same is heat per shot.
Case & point the ER Large Laser
Weight / Size / Damage / heat / Range / Recharge Window
5 / 2 / 8 / 12 / 19 hex (570m) or 25.33hex (760m)ext / 7.51sec – 10sec IS ER-Large Laser
4 / 1 / 10 / 12 / 25 hex (750m) or 33.33 hex (1000m) / 5sec – 7.50sec Clan ER-Large Laser
(Carefully closes the Great Big Book of Battletech)
Edited by wolf74, 21 November 2011 - 06:09 PM.
#4
Posted 22 November 2011 - 05:08 AM
wolf74, on 21 November 2011 - 05:50 PM, said:
Now if we look (Opens the Great Big Book of Battletech) in the CBT book for Damage / Range / Weight Size. Than look in the Solaris VII book for an Idea of fire Rate. You will find the Clan gear does more damage per hit most of the time at longer ranges, for Less weight & smaller size. Plus can fire Faster too about the only thing that the same is heat per shot.
To be fair he is saying the Clans advantage only comes from range. Negate it and the Clans would be weak. But as you pointed out in the rest of your post he is wrong because clan weapons weigh less and are more heat efficient for the damage they dish out.
The best alpha damage you can produce with an IS assault mech is like around 80 damage for weapons that can shoot continuously. With Clan tech you can go exceed 120 alpha damage in the same chassis. The only IS weapon that comes close are one shot rocket launchers. Hardly competitive.
#5
Posted 24 November 2011 - 01:30 AM
It is called the ERPPC and no ammo cost.
Fit it on any Clan light mech and you pretty much capable of even running down some IS mediums since some IS mechs have armor made of toilet paper.
The IS equal in 3050 is the 15 ton Gauss rifle that has only 8 shots per tons. Not only that, the Gauss rifle can EXPLODE when it gets hit.
Also Clan LRMs are outright superior. They have no minimum range and weigh half as much. So getting close to Clan LRM boats like the Vulture or Mad Cat (well u can drop something for another 2 tons of LRM ammo) is virtually suicide.
#6
Posted 26 November 2011 - 07:54 AM
[EDMW]CSN, on 24 November 2011 - 01:30 AM, said:
It is called the ERPPC and no ammo cost.
In MW4 I have found that the damage is the only advantage of the Clan ERPPC but when you add the massive heat the weapon generates that is its downside add it is a downside I could never afford to have.
[EDMW]CSN, on 24 November 2011 - 01:30 AM, said:
True but who would use LRM at short range the SRM deals more damage at less weight and you don't need to spend time locking on.
I used IS tech to make my short range brawler mech it only ever needed about 4 weapons, it had plenty of armor, it was also fast it had a max speed of about 100 mph and most important I was extremely heat efficient and used no heat sinks what so ever. It was powerful I was destroying mech left and right. Makes me wish MW4 still worked on my computer. It stinks how in just stopped working after one update.
#7
Posted 26 November 2011 - 11:02 AM
#8
Posted 26 November 2011 - 01:43 PM
#9
Posted 15 December 2011 - 01:35 PM
#10
Posted 15 December 2011 - 01:43 PM
I would like for clan players to be different, not just higher tech. Different doesn't have to be better either.
#11
Posted 15 December 2011 - 01:58 PM
#12
Posted 15 December 2011 - 02:04 PM
Let me simplify it.
I said Clan Tech IS better.
I also said they have a different view on what are valuable skill sets for warriors. If skills are as important as I think they will be, this can be used to make the Clans and the IS palyers seem different.
Just giving clans better weapons is a lazy method for making them different. Yes they're higher tech. They also have a poor economy compared to the IS, they don't like to use what they consider dishonorable methods (like indirect missile fire),
On the boardgame, clan players can be balanced with limitations in playstyle. Skills can also be used to make them different.
The difference between the clans and the is is not just in tech.
#13
Posted 15 December 2011 - 02:09 PM
#14
Posted 15 December 2011 - 02:15 PM
#15
Posted 15 December 2011 - 02:24 PM
#16
Posted 15 December 2011 - 02:42 PM
#17
Posted 15 December 2011 - 02:49 PM
I understand the argument that the additional range from clan weapons does not benefit a CQB situation, and that the additional heat generated by clan energy weapons can be an additional detractor. However, a good number of clan weapons also did additional damage in comparison to their inner sphere counterparts. In addition the weapons themselves were lighter so if you factor in the bonus of clan heat sinks there's a fair chance of nulliying the heat argument altogether.
IS vs. Clan has never been balanced. But it was never meant to be. The Clans are Kerensky's returning conquerers.
#18
Posted 16 December 2011 - 07:04 AM
Nova Prime
Stormcrow Prime
Executioner A,B,D
Gargoyle C,D
to name a few; that and if we throw in custom designed it gets even worse when
players actually make their own CQB clan designs.
#19
Posted 21 December 2011 - 01:33 PM
#20
Posted 23 December 2011 - 10:36 PM
Icaza, on 21 December 2011 - 01:33 PM, said:
I am hoping they don't have ilvl lasers where my "stern medium laser of the monkey" has +4% recycle time, -10% heat buildup, +2 gunnery and piloting skill, and +17% damage" over anyone else's medium laser...
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