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UncleGamer

Major
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Jan 14, 2017
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So with so many begging for Clans to be in Battletech I started thinking about the Clans and what I felt went wrong with them when introduced into the universe. The tech was basically the same tech as the IS but upped a notch. What if instead the tech had been similar but different?

The Clans are very frugal with the use of resources. This comes from limited availability for a long time. With this in mind it makes sense that the Clan war direction would go differently for weapon development. There would have been little to no development in the direction of ballistic and missile weapons. These consume and ammo and resources that need to be replaced. Energy based weapons would make more sense. This means more efficient lasers and PPCs, as well as variants...

So lets start with Lasers. The standard lasers would of course evolve to be more efficient and have better range and accuracy. (BTW we have seen this in the game) New varients would have appeared as well. Pulse lasers are actually from SLDF so they would be more advanced as well. But how how about new variants? Like a shotgun laser. A small or medium laser that is the size of a large laser or PPC. This fires multiple independent beams that all each hit the target with a separate roll. Lets say 4, so a mech with the smaller variant would hit the target up to 4 times with each such weapon. (You just replaced SRMs)

Clan mechs by the books also tend to be faster than IS mechs, how about if we did the same thing. They have better speed but to get that better speed they had to give up some armor. The Armor they have would have evolved to stopping energy weapons mostly so it could be lighter and rely on refraction.

The result of this approach would be in an IS vs Clan fight the clanners would have an advantage in range (somewhat, remember the IS still developed missiles and projectiles.) and speed. However against missiles and projectiles the Clan armor would be weaker. This means there would be a level of parity in game play without direct copies.

I think if this approach had been done at the start Clanners would be a great introduction as they would have an early advantage due to the shock of a new tactics but a parity would be reached quicker. The Clan invasion will have still gone as planned due to the number of warriors the clans brought, relying heavily on mechs and thus outmatching IS troops. For game play however the change would have been easier balance.

As it stands in lore the clanners are basically just better IS. Mech for mech the clanners are essentially the same with better weapons, armor, heat and speed. This is why so many feel the clans broke the game
 
I don't think that effectively removing dozens of canon mechs from the setting by making them impossible to build would be received well.

HBS isn't trying to rewrite the lore.
 
I have no doubt they will not, just posting an opinion...
 
"Easier to balance" in that 1 mech = 1 mech, but the whole point of clantech is that their mechs are straight up better in nearly every way, but there are less of them. That is the balance. Ideally, clan warriors should have to use superior range and speed to win while the IS should win a straight brawl, which is what you get when you have a few clan mechs vs more IS mechs.

These kinds of suggestions make sense for MWO and other sims that have equal numbers per team and mix techs, but in a strategy game like this, you can actually just make units straight up better and balance outside of the unit itself (#, cost, etc.)
 
I think if this approach had been done at the start Clanners would be a great introduction as they would have an early advantage due to the shock of a new tactics but a parity would be reached quicker. The Clan invasion will have still gone as planned due to the number of warriors the clans brought, relying heavily on mechs and thus outmatching IS troops. For game play however the change would have been easier balance.

The clans brought fewer forces than the Inner Sphere had on-hand, then bid down from there. A clan invasion that didn't have stark advantages across the board wouldn't have gotten anywhere near as far against the IS, lore-wise. Remember, after the il-Khan's death the clans withdrew most of their touman to the Kerensky cluster and yet the Successor states were largely unable to recover lost territory from the clan's outnumbered and isolated (since the fleet went with the touman) garrison forces.

Considering only the gameplay in HBS BTech, giving clans the combination of higher speed and longer range (or better range brackets) wouldn't be such a hot thing because the AI currently has no idea how to exploit either of them. It would just be an opportunity for the players to get free upgrades on their mechs and equipment. Although considering what passed for lostech in the base game, I'm not confident it would actually be an upgrade.

As it stands in lore the clanners are basically just better IS. Mech for mech the clanners are essentially the same with better weapons, armor, heat and speed. This is why so many feel the clans broke the game

They also have better pilots too. Both in-lore and in-game, trueborn mechwarriors have always been given considerable boosts over their Inner Sphere equivalents, to the point where (in the mechwarrior RPG, as others have told me) you could spend a great deal of time developing a Solaris mechwarrior circa 3045 (3/4 or 3/3 in TT terms) and still have him lose to a Clan Smoke Jaguar mechwarrior straight from the sibko (2/3, lower numbers are better) in similar mechs.