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Redesigning Clan Tech - Part 2

Weapons, Weapons Everywhere (boy do PPCs stink) What’s the problem with introducing clan weapons to the Mechwarrior Online Game? Well, let’s look at I the Inner Sphere and Clan ER Medium Laser . ER Medium Laser Heat Damage Damage per Heat Range Tons Criticals Battle Value Points Inner Sphere Tech 5 5 1 360m 1 1 108 Clan Tech 5 7 1.4 450m 1 1 62 +40% +25% The Clan Tech version of the same laser does 40% more damage and has +25%. One improvement would a huge advantage, but two is huge. The problem with Clan weapons is there are weapon systems where there is across the board improvement in performance over the Inner Sphere weapons. Weight, firepower, cooler running, etc. Each adds up to give Clan Mechs more firepower per ton than the Inner Sphere Mechs. So the problem is: how do you balance weapons that are kilogram per kilogram better than what in the game already? Starting with Mr. Inouye’s Post , On the ER Large Las...

Redesigning Clan Tech - Part 1

Balancing Mechs and their features Before we go over some points by Mr. Inouye post, I like to start with a newer post by David Bradley . As a note I had this post done last week, but I updated it to directly talk about the newly posted points. Sadly I wish I push the publish button last week... oh well. In the latest post I found many of their points, well not right. Its really important before looking at each the points in Omni mech post that we have an overall design goal with Clan Tech. This is really important. Why build an overall design theme/goal? Mr. Inouye points out : “Clan Technology was initially implemented in BattleTech Table Top rules as a base around a new breed of warriors that adhered to a certain set of combat “rules”. The term “zellbrigen” refers to a style of combat which restricted the type of activities a MechWarrior would do during a fight. MechWarrior Online does not include this rule set for two main reasons. First off, it is a rule set that n...