Jump to content

Clan Mechs Could Be More Balanced Than We Think (Discussion)


29 replies to this topic

#21 FiveDigits

    Member

  • PipPipPipPipPipPip
  • 481 posts
  • LocationGermany

Posted 21 December 2012 - 07:41 AM

View PostSarevos, on 21 December 2012 - 07:18 AM, said:

...

View PostKraven Kor, on 21 December 2012 - 07:33 AM, said:

...

Pure win!
















... Freebirths

#22 Relic1701

    Member

  • PipPipPipPipPipPipPipPip
  • 1,197 posts
  • LocationDying at the end of your cheese build!

Posted 21 December 2012 - 07:42 AM

I suspect that the only thing you will ba able to change on a Clan Omnimech will be the weapons and heatsinks. They were built just as chassis, with an engine, IS & armour already in place, the weapons were added after as a personal preference, therefore, to be balanced I think...
  • Limited number of Omni Hardpoints (distibuted around the arms & torsos based on classic TRO)
  • Limited amount of tonnage set aside for weapons & heatsinks
  • Engine will not be interchangeable
  • Armour can not be modified (FF to standard or vice versa)
  • Internal Structure can not be modified (ES to standard or vice versa)
With the advantage of weapon ranges, and weight savings from Clan tech, this will more than make them balanced (IMO). :)

#23 Penance

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,802 posts

Posted 21 December 2012 - 07:43 AM

What will be worse

1- IS light mech lag shield

or

2- clan light mech lag shield

has clan lag shield technology surpassed that of the IS? If so, I'm dropping in ullers all the time.

#24 FiveDigits

    Member

  • PipPipPipPipPipPip
  • 481 posts
  • LocationGermany

Posted 21 December 2012 - 07:46 AM

View PostPenance, on 21 December 2012 - 07:43 AM, said:

has clan lag shield technology surpassed that of the IS? If so, I'm dropping in ullers all the time.


Clan lag shield has twice the range, 50% increased strength, weighs only 50%, but runs a little hotter than its IS equivalent.

#25 Sears

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 973 posts
  • LocationU.K

Posted 21 December 2012 - 07:48 AM

Can't use cost as a balance mechanic, it doesn't work out in the long run as you put the power into premium hands. Clan mechs have to be balanced in game.

Like many have said before a BV system should be in place so that even if IS pilots use clan mechs then teams can be even.

Not that it bothers me much, I'll still use my IS Hunchy.

What I hope doesn't happen is that march rolls along and every one is using clan tech. Surely it would take a while for such weaponry to make it to the corners of the IS.

#26 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 21 December 2012 - 07:55 AM

Having played quite a bit of table top recently, mainly focused on IS vs Clan techs in the 3050-3059 time frames, I can tell you that clan tech isn't quite as scary as you think.

HEAT is still a limiting factor. Clan mechs typically cannot fire all of their weapons in a round or at all in some cases. For example a Daishi Prime will shut down for up to three turns if it alphastrikes. Many of the weapons on clan mechs are just redundant weapon systems.

The biggest advantage that clan has is speed. A clan mech with a similar loadout to a 65kph cataphract will run at 85 instead. Their mediums all run at around 96kph instead of 85 or 65. Their lights are all Jenner speed with the exception of the Puma.

There is probably two ways they will handle Omnimechs. One way will be the way MechWarrior 4 did it. Place omni hardpoints on the mechs. The other way is to grant a buyer all variants of the Omni mech (Prime, Alt A, Alt B, ect) upon purchase and they can select between them with a dropdown. With each variant having different hardpoints.

But I really doubt they will allow free reign on modding the omnimechs. That would throw the game out of balance and we'd go back to seeing lasers firing out of missile racks.

As for lag shields, you all are trolling, keep that discussion to its own thread.

#27 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 21 December 2012 - 08:09 AM

View PostThirdstar, on 21 December 2012 - 07:02 AM, said:


Big ol THIS. There's is no other mathematical way to balance Clantech if it's somewhat true to canon.

You think? One could simply make every Clan Mech have a little extra recycle time to compensate its advantages. That would still give them a massive alpha strike potential, but in a sustained fight, the IS mechs may prevail.

But the fundamental problem of CLan Tech (without nerfs) is that it gives mechs more firepower, but not more resilience. They still have the same max armour values, but you can probably pack 30 to 50 % more weapons on a Clan Mech, with a corresponding damage output increase. That will alter the pace of combat considerably. Getting int he cross fire of 4 IS Mechs is bad, no doubt, but getting in the cross fire of 4 Clan Mechs will lead to a much faster demise. I am not certain this will be easy to balance.

#28 Thirdstar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,728 posts
  • LocationIndia

Posted 21 December 2012 - 08:10 AM

View PostTaemien, on 21 December 2012 - 07:55 AM, said:

As for lag shields, you all are trolling, keep that discussion to its own thread.


It was a bit trollish but I think the point being made was that Clantech would only exacerbate the issues already present.

#29 Thirdstar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,728 posts
  • LocationIndia

Posted 21 December 2012 - 08:14 AM

View PostMustrumRidcully, on 21 December 2012 - 08:09 AM, said:

You think? One could simply make every Clan Mech have a little extra recycle time to compensate its advantages. That would still give them a massive alpha strike potential, but in a sustained fight, the IS mechs may prevail.

But the fundamental problem of CLan Tech (without nerfs) is that it gives mechs more firepower, but not more resilience. They still have the same max armour values, but you can probably pack 30 to 50 % more weapons on a Clan Mech, with a corresponding damage output increase. That will alter the pace of combat considerably. Getting int he cross fire of 4 IS Mechs is bad, no doubt, but getting in the cross fire of 4 Clan Mechs will lead to a much faster demise. I am not certain this will be easy to balance.


Agreed. At the end of the day proper placement of firepower outweighs most other considerations. That and speed, so you have agile, high firepower mechs vs much slower, less heavily armed mechs. Assuming similar skill levels and numbers, it doesn't guarantee superiority but goes a long way towards that.

#30 sgt scout

    Member

  • PipPipPipPipPip
  • 117 posts
  • LocationLondon

Posted 21 December 2012 - 09:02 AM

wow, too much talk of ballance here with such complicated and hard to implement suggestions. I want the clan to be better than the IS chassies in all the ways cannon suggest. Simply pit 10 v 8 and allow clan weaopns to be purchesd using faction points. I dont feel however that clan heat sinks and engines should be allowed on a IS chassis as it will take away the agvantages those dirty clanners need to overpower the sheer numbers of the IS.

Instead of just moding out the IS chassies to mirror that of the clans, you should have to plan out what if any clan weapons will be suited to your IS loadout. This will give you 2 more mechs along with a selection of clan weaponry. NO ENGINES AND NO HEAT SINKS PLZ, give the clan an advantage.

I think you'l find that with 2 more team mates and clan LRM,s or clan MPL,s doted around your numbers, the clan will have a tough fight on there hands.

Can't speeeel too good so no flames on that aspect of my post plz :).





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users