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So Why Is It Clan Stuff Is Almost Tt, But Is Stuff Is Much Colder But Higher Damage In Almost All Case
Started by KursedVixen, Aug 30 2023 04:12 AM
33 replies to this topic
#21
Posted 31 August 2023 - 03:28 PM
Long story short is pretty easy. At this point 3052, Clanners have the advantage in tech. It's generally better in range, damage, and slot use. Allowing their mechs of similar weight to be faster and carry far more firepower that can wreck date night from a much further range than IS tech.
This was done on purpose for the overall story and lore of the battle tech universe. Clan advantage in tech and general pilot skill and ability was undone, however, by the Inner Sphere's sheer ability to give absolute zero f@#$s about the Clanners' highly ritualized form of war and turning it around on them.
Not to mention IS merc units and their give no doo doo about battle field salvage. The clan form of warfare was never meant for a long, drawn out campaign and that combined with redonkulously long supply lines and how they looked down on any prisoners that may have been useful... and well.... they were destined to lose at some point.
Now in the years beyond with the other Word of Blake shenanigans and such, clan tech got spread around a lot and IS came up with all sorts of fun new toys like RACs in the early 3070a (they should not be a part of the game at this point but the same could be said of lots of stuff)
But for an online FPS PVP game... They'd have to change things up dramatically, have no mix of clan/IS and have clanners drop in like, teams of 10 (two stars) against IS teams of 12 (three lances) to balance their advantage in weapons. So its just much, much easier to try to even the weapons out.
This was done on purpose for the overall story and lore of the battle tech universe. Clan advantage in tech and general pilot skill and ability was undone, however, by the Inner Sphere's sheer ability to give absolute zero f@#$s about the Clanners' highly ritualized form of war and turning it around on them.
Not to mention IS merc units and their give no doo doo about battle field salvage. The clan form of warfare was never meant for a long, drawn out campaign and that combined with redonkulously long supply lines and how they looked down on any prisoners that may have been useful... and well.... they were destined to lose at some point.
Now in the years beyond with the other Word of Blake shenanigans and such, clan tech got spread around a lot and IS came up with all sorts of fun new toys like RACs in the early 3070a (they should not be a part of the game at this point but the same could be said of lots of stuff)
But for an online FPS PVP game... They'd have to change things up dramatically, have no mix of clan/IS and have clanners drop in like, teams of 10 (two stars) against IS teams of 12 (three lances) to balance their advantage in weapons. So its just much, much easier to try to even the weapons out.
#22
Posted 31 August 2023 - 03:39 PM
Clanners are like that too much batchal in their cola
#26
Posted 02 September 2023 - 07:42 PM
People would really start freaking out if we actually had to pay to repair our mechs after each match, and we made the tech cross compatible, (IS weapons in Clan mechs, Clan tech in IS mechs, etc) plus adding in all the varried tech available from YAML MW5 mods. That would be something else. Small cockpits (like at your mom's house), XL gyros (big enough for your mom), Hardened armor (like your dad had to use, to protect him from, you guessed it, your mom)
If you are paying to repair your mech after each match, suddenly powering down when you are the last one on your team is not "reported".
If you are paying to repair your mech after each match, suddenly powering down when you are the last one on your team is not "reported".
#27
Posted 02 September 2023 - 08:55 PM
Because this ain't TT.
#28
Posted 02 September 2023 - 09:37 PM
because most of the Cauldron members have a strong favoritism for IS mechs and brawl in general
#31
Posted 05 September 2023 - 08:02 AM
two words Skill tree.
IS heat gen node 0.75
CLan heat gen node 0.06
IS heat gen node 0.75
CLan heat gen node 0.06
#32
Posted 05 September 2023 - 08:50 AM
Your numbers:
The real numbers:
Spot the difference between your claims and the actual ingame numbers.
KursedVixen, on 05 September 2023 - 08:02 AM, said:
two words Skill tree.
IS heat gen node 0.75
CLan heat gen node 0.06
IS heat gen node 0.75
CLan heat gen node 0.06
The real numbers:
Spot the difference between your claims and the actual ingame numbers.
Edited by martian, 05 September 2023 - 08:56 AM.
#33
Posted 05 September 2023 - 09:42 AM
martian, on 05 September 2023 - 08:50 AM, said:
Your numbers:
two words Skill tree.
IS heat gen node 0.75
CLan heat gen node 0.06
The real numbers:
Spot the difference between your claims and the actual ingame numbers.
two words Skill tree.
IS heat gen node 0.75
CLan heat gen node 0.06
The real numbers:
Spot the difference between your claims and the actual ingame numbers.
I iz ain't wanna say it'ere alienz... But it do were alienz!
+apart from smaller cooling stuffs the heat gen is differ not so much. Considering that clan XLs grant many free space for add 1-2 extra DHSs while IS XLs grant a frustrating "oh-gosh there goes mah side torso" experience!
I understand your point lore-wise, Vixen. I like BT and lore. But such a game need a c**tload of extra develop\coding time to properly balance TT-to-PC conversion. Like forced numbers to balance the 1:3 mech ratio-advantage of the clans. I bet the current MM would sh!t brickhouses...
Edited by Duke Falcon, 05 September 2023 - 09:48 AM.
#34
Posted 05 September 2023 - 10:01 AM
Repeat after me, This is NOT tabletop. What works in tabletop with an entire mechvalue system does not work here where a ton is a ton, mech or clan.
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