The secret weapon in the Inner Sphere's pocket that will allow their technology to remain competitive is simple: heat.
With 1.4 DHS, Clan weapons will simply generate too much heat to make extensive use of them viable. I did the calculations for the Heat Per Second (HPS) and Heat Dissipation (H-) for a Timber Wolf (Madcat).
Given a Timber Wolf Alpha:
- 2 LRM 20
- 2 ER Large Laser
- 2 ER Medium Laser
- 1 Medium Pulse Laser
- 2 MG
- 15 DHS, 10 Engine, 5 External
Firing just the ER LL and ER ML, it generates 7.2 HPS. Clearly this mech will run hot.
NOTE: Heat and HPS value for the ER ML were based on the heat profile of the LL / ER LL (IE: I divided the heat of the ER LL by the heat of the LL and then multiplied that by the heat of the ML).
To counter the 'oh but you can just strip the MGs and add more DHS': yes, you can. At most you can add 2 more DHS (at 1.4 H-). Big deal. You've increased the heat dissipation by 0.28 points per second (bringing the mech up to almost 3.0 heat dissipation per second).
Essentially I forsee players having to make intelligent choices when it comes to their loadout. Clan weapons will save critical space and tonnage, while dealing more damage at longer ranges, but will generate considerably more heat.
TLDR; existing heat system combined with critical space limits balances the Clans.
Edited by Artgathan, 03 April 2013 - 06:49 PM.