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The Clans Are Going To Get Smoked ...


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#1 Zolaz

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Posted 15 February 2013 - 07:19 AM

The Clans are going to get smoked just like someone who just rolled up to Amsterdam. The reason why? Too much reliance on energy weapons. In MWO's current weapon format energy weapons just do not put out the sustained damage per second that ballistics and missiles do.

So stiff upper lip clanners or train real hard. Good gunnery skills still counts for something.

#2 Seaborne

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Posted 15 February 2013 - 07:25 AM

I was under the impression Clan LRM's had no minimum range.

#3 Wolf Ender

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Posted 15 February 2013 - 07:27 AM

Also from Sarna.net

Quote

The advanced Clan version twice the size of a standard heat sink; Star League era double heat sinks and those later (re-)developed by the Inner Sphere are three times as bulky as a standard heat sink.


Regular DHS - 3 crits
Clan DHS - 2 crits

#4 Kiiyor

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Posted 15 February 2013 - 07:32 AM

View PostSeaborne, on 15 February 2013 - 07:25 AM, said:

I was under the impression Clan LRM's had no minimum range.


Amen to that.

Also, Nova Cat Alt. Config. B - Alternate Configuration B deviates from the formula of the Primary and Alternate Configurations greatly, as it is a missile boat rather than a sniper, being equipped with six LRM-15s. A pair of ER Medium Lasers provide short-range backup. BV (1.0) = 2,078[2][8]. BV (2.0) = 2,492[9]

#5 Inviticus

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Posted 15 February 2013 - 07:34 AM

I hope PGI balances Clan with IS mechs otherwise an intentionally imbalanced game will not do very well.

#6 Uzi Foo

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Posted 15 February 2013 - 07:36 AM

No sweeter tears than clan tears.

#7 Penance

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Posted 15 February 2013 - 07:36 AM

Posted Image

#8 Gammanoob

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Posted 15 February 2013 - 07:37 AM

No worries, I plan to liberate enough Clan tech to ensure that I have parity with the said faction.

For the life of a pirate is a merry one.

Worst case, I will just go Clanner if balance turns out to be terribly broken.

Edited by Gammanoob, 15 February 2013 - 07:38 AM.


#9 Joseph Mallan

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Posted 15 February 2013 - 07:37 AM

View PostZolaz, on 15 February 2013 - 07:19 AM, said:

The Clans are going to get smoked just like someone who just rolled up to Amsterdam. The reason why? Too much reliance on energy weapons. In MWO's current weapon format energy weapons just do not put out the sustained damage per second that ballistics and missiles do.

So stiff upper lip clanners or train real hard. Good gunnery skills still counts for something.

IF the Clans follow Canon builds... you may be right. Would you?

#10 Khobai

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Posted 15 February 2013 - 07:38 AM

CSSRM6. Nuff Said.

#11 dal10

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Posted 15 February 2013 - 07:39 AM

nova prime = 1 shot shutdown. clans are going to cook,

#12 Broceratops

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Posted 15 February 2013 - 07:41 AM

lrm20 locks onto you at no minimum range. boat 4 of them on an assault. teehee.

#13 Khobai

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Posted 15 February 2013 - 07:44 AM

Quote

lrm20 locks onto you at no minimum range. boat 4 of them on an assault. teehee.


Clan LRMs will have to have a min range to balance them though. Unless they do a complete rebalance of missiles before then.

#14 dal10

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Posted 15 February 2013 - 07:44 AM

View PostBroceratops, on 15 February 2013 - 07:41 AM, said:

lrm20 locks onto you at no minimum range. boat 4 of them on an assault. teehee.

ecm is going to hurt them just as bad as any other lrm boat. if pgi lets the clans have ecm on any mech i am flat out done with this game.

#15 Roland

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Posted 15 February 2013 - 07:46 AM

Here's a viable build:
2 ERPPC's
100 CLRM's
75 ton Clan mech that can run around 75kph

lolz

Clan tech will break the **** out of this game.

#16 Joseph Mallan

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Posted 15 February 2013 - 07:48 AM

37 tons of Weapons (0 Ammo BTW)... Not a Timber Wolf, 27.5 tons of Pod space on that bad boy!
...
...
How many sinks (15 base)?

Edited by Joseph Mallan, 15 February 2013 - 07:53 AM.


#17 Gammanoob

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Posted 15 February 2013 - 07:50 AM

I like the idea of a modified Arctic Wolf, conceivably since the standard boats 6 x SRM 6, 2 x SRM 4 and a NARC whilst going 119 KPH.

Maybe dropping a couple of launchers to improve heat....the "Zulu Special."

Alphas, alphas for everyone.... ^_°

Edited by Gammanoob, 15 February 2013 - 07:51 AM.


#18 dal10

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Posted 15 February 2013 - 07:55 AM

roland example mech

Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3070
Cost: 20,137,250 C-Bills
Battle Value: 2,591

Chassis: Unknown Endo-Steel
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 ER PPCs
5 LRM-20s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 375 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 86 4.50
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
CASE Locations: LA 0.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 12
Center Torso (rear) 3
L/R Torso 16 11
L/R Torso (rear) 3
L/R Arm 12 7
L/R Leg 16 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 LRM-20s RT 12 8 10.00
2 LRM-20s LT 12 8 10.00
LRM-20 RA 6 4 5.00
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
@LRM-20 (18) LA - 3 3.00
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 26
5 2 2 2 0 3 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2

closest i could get to a clan mech with such a weapon loadout while using TT limitations. no way it would be viable in this game. even with the downgraded engine, you would not improve it significantly, nothing could stand up to that much heat.

edit: moving at 4/6/0 it is more viable, as that frees up an extra 11 tons which would likely go to mostly armor as you only have 2 free crit slots.

Edited by dal10, 15 February 2013 - 07:58 AM.


#19 Khobai

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Posted 15 February 2013 - 07:57 AM

Quote

ecm is going to hurt them just as bad as any other lrm boat. if pgi lets the clans have ecm on any mech i am flat out done with this game.


Not really. With no min range you can direct fire the LRMs without a lock and still do massive damage. Which is exactly why Clan LRMs will have to have a min range for balance reasons.

Its the same old problem... PGI didnt want to balance missiles properly so they just threw ECM at it. What PGI needs to do is balance missiles WITHOUT ECM and then ECM should just have no effect on missiles.

Edited by Khobai, 15 February 2013 - 07:58 AM.


#20 Kommisar

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Posted 15 February 2013 - 08:00 AM

They have omni mechs! They will have more flexibility to change out their mechs that us IS guys on each chassis. If they go with the classic Omni-Slots, they can swap out all those "too hot" energy weapons for ballistics or missiles.

Or, as mentioned, you can just take advantage of the Clan 2 crit DHS and more efficient weapons and be just fine.

No matter how you cut it, Clan gear is superior. The disadvantage of the Clans (their culture) is very hard to model. No idea how this is going to work at all.

OH. Hey, Broceratops. Noticed your location is TDOT. As in Tenn Dept of Transportation??? Or something else?





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