

What Kinda Clan Tech Is Out There
#1
Posted 12 February 2013 - 12:58 PM
#3
Posted 13 February 2013 - 01:07 AM
reduce weight to 80% or 50%
increase damage for 20 to 50%
increase range
remove minimal range
#4
Posted 13 February 2013 - 02:10 AM
Clan Tech: 2000s and beyond in terms of the same.
#5
Posted 13 February 2013 - 02:19 AM
http://www.facepunch...=1137046&page=4
roll down a bit there are the "cars"
Edited by Flying Judgement, 13 February 2013 - 02:20 AM.
#6
Posted 13 February 2013 - 02:23 AM

The issue is that the Inner Sphere was defeated by it own hand.
Kerensky left this madness, and came back with new tech....
Think about 50s cars with the weight, speed and efficiency.
Think about 2010+ cars with thiers....
The Clan has "Omni Mechs" .. meaning there are no slots or hard points. (anything can be placed anywhere).
Edited by SithDemon, 13 February 2013 - 02:27 AM.
#7
Posted 13 February 2013 - 02:38 AM
SithDemon, on 13 February 2013 - 02:23 AM, said:

I knew - its hard to find words for the crap the developers of FASA made.
Here comes the logical flaw: the BattleMech was introduced in 2439 - 300 years later Kerensky leaved the IS with the best technology currently available.
Again 300 years later Clan come back... and their weapons are incredible better than anything the Star League ever had. Why didn't ComStar developed new technology in secrecy?
The best example are the laser and missile weapons. The improvement of ballistic Clan weapons is acceptable.
The LRM ... have no minimal range - and the launcher weights only half of the IS counter part.
When they are for indirect fire too... heck LRM Online will come back .... could you imagine...A1 Splashcat with 6 LRM 15 - even when they give Clan LRM just 1 dmg per missile.
No minmal range = incredible fire power at long range, incredible fire power at short range.
Yeah but thanks to ECM... no even ECM would help you. At short range those LRM don't need a lock. At long range you can got a Lock with TAG.
Yeah, there is lot of rage in my words...but to bring Clans to MWO with freedom of the MechLab as they are actual...without BattleValue... without a lobby system ... that would remove any balance at it is actual
Edited by Karl Streiger, 13 February 2013 - 02:56 AM.
#8
Posted 13 February 2013 - 06:36 AM
Instead they got powerful long range weapons with no short range drawbacks suitable for being better at absolutely everything.
#9
Posted 13 February 2013 - 12:20 PM
Steinar Bergstol, on 13 February 2013 - 06:36 AM, said:
Instead they got powerful long range weapons with no short range drawbacks suitable for being better at absolutely everything.
Well didn't know that.That means - that the IS-ER Large Laser would have been working better as the Snub-Nose-Large Laser of the Clans, while the IS-ER-Large Laser would have a better profile at long range.
Possible it was a balancing decision - because at short range you can nearly match with ClanMechs - even with their better pilots. Last thing has more impact at long range.
Well... sounds like the Clans can have a second chance in MWO - not to become those boring Munchkins :-)
#10
Posted 13 February 2013 - 03:42 PM
'nuff said.
#12
Posted 14 February 2013 - 12:25 AM
Lasers - The Clans have ER versions of all three size lasers; small, medium and large. Compared to the standard types, they do more damage (+66%/+40%/+25% respectively) and have greater range profiles (+100%/+66%/+33% or 180m/450m/750m for full damage.) Additionally, the Clan ER Large Laser weighs 1 ton less and requires one less critical slot.
Pulse Lasers are more or less similarly superior to the basic pulse lasers; more damage, twice the range and the large version weight/slots being less.
PPC - The Clans do not use the standard PPC, but their ER PPC does 50% more damage, has no minmum range and it too weighs/slots one less.
Flamers/Machinguns - Both of these weigh 1/2 as much as the standard. They are otherwise functionally identical to their Inner Sphere versions.
Autocannon/Gauss Rifle - The Clans do not use standard versions. Instead they have LB-X and Ultra versions of all four types (i.e. Ultra AC/2, UAC/5, UAC/10 and UAC/20 as well as LB-2X, LB-5X, LB-10X and LB-20X.) Typically, these weapons have a greater range and use less weigh/slots.
The Clan Gauss Rifle is pretty much identical to the Inner Sphere version except that it notably weighs 3 tons less and is slightly smaller slot-wise.
SRMs - The Clans have a definite benefit here; their SRMs weight half as much as the standard versions (and all types take up one critical slot.)
Streak SRMs - The Clans have SSRM-2, SSRM-4 and SSRM-6 types. These weigh the same as the Inner Sphere's standard SRM launchers but they have 33% better range in addition to their inherent benefits.
LRMs - Like with SRMs, Clan LRMs weigh half as much as the standard IS versions and are slightly smaller (LRM-15 and 20 specifically.) They are also notable for not having any minimum ranges.
Electronics - The Clans have Active Probes and ECM. They have slightly better range of effect and weigh about 30% less than the standard versions.
Artemis IV FCS and TAG - Pretty much identical to the IS version.
NARC - As above with slight differences.
AMS - Similar to the standard version except* that they have twice the ammo. (* as of the latest iteration.)
CASE - Superior to the standard version in every way; takes no slots, weighs nothing and can be equipped in an location (arms, legs, torso or head)
Endosteel - Takes half the slots as the IS version (i.e. 7 vs 14)
Ferro-fibrous Armor - Takes half the slots as the IS version and is slightly more efficient.
XL Engines - Slightly smaller than the Inner Sphere versions (2 slots per side torso) and thus allows for a bit more survivability.
Double Heat Sinks - Functionally identical to the Inner Sphere version except that they are smaller (2 critical slots compared to 3.)
OmniMech Technology - Skipping this due to obvious reasons.
This is just at the start of 3050. Later on they introduce much more lively technology. Two such weapons are:
Heavy Lasers - Effectively a double-powered standard laser. As hot and damaging as it sounds.
ATMs (Advanced Tactical Missiles) - which basically act as SRM or LRM launchers (with built in Artemis) depending on the need.
Edited by Sychodemus, 14 February 2013 - 12:26 AM.
#13
Posted 14 February 2013 - 01:07 AM
Clan LRM works now more like a inverted MRM, give them the Range Profile:
7,12,15 - no minimal range
Standard SRM - more damage but at short range - 3 dmg per missile - range profile
3-5-7
Streak SRM - will still be better as anything the IS have
4,7,10
ER-PPC - keep range profile but damage drops for each bracket 15/12/8
ER-Large Laser - as mentioned
8-14-19
ER-Medium Laser
5-9-12
Large Pulse Laser
6-10-15
Medium Pulse Laser
4-7-9
The advantage is still there and the fire power is still better as anything the IS can field. But the combat doctrine will chance - more short range fight.
Just an idea - will try to make some recordsheets during the day and make one or two test games in the next days.
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