The Clans Are Going To Get Smoked ...
#1
Posted 15 February 2013 - 07:19 AM
So stiff upper lip clanners or train real hard. Good gunnery skills still counts for something.
#2
Posted 15 February 2013 - 07:25 AM
#3
Posted 15 February 2013 - 07:27 AM
Quote
Regular DHS - 3 crits
Clan DHS - 2 crits
#4
Posted 15 February 2013 - 07:32 AM
Seaborne, on 15 February 2013 - 07:25 AM, said:
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
Posted 15 February 2013 - 07:34 AM
#6
Posted 15 February 2013 - 07:36 AM
#7
Posted 15 February 2013 - 07:36 AM
#8
Posted 15 February 2013 - 07:37 AM
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
Posted 15 February 2013 - 07:37 AM
Zolaz, on 15 February 2013 - 07:19 AM, said:
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
Posted 15 February 2013 - 07:38 AM
#11
Posted 15 February 2013 - 07:39 AM
#12
Posted 15 February 2013 - 07:41 AM
#13
Posted 15 February 2013 - 07:44 AM
Quote
Clan LRMs will have to have a min range to balance them though. Unless they do a complete rebalance of missiles before then.
#14
Posted 15 February 2013 - 07:44 AM
Broceratops, on 15 February 2013 - 07:41 AM, said:
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
Posted 15 February 2013 - 07:46 AM
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
Posted 15 February 2013 - 07:48 AM
...
...
How many sinks (15 base)?
Edited by Joseph Mallan, 15 February 2013 - 07:53 AM.
#17
Posted 15 February 2013 - 07:50 AM
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
Posted 15 February 2013 - 07:55 AM
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
Posted 15 February 2013 - 07:57 AM
Quote
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
Posted 15 February 2013 - 08:00 AM
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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