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Laporkan kesalahan penerjemahan
What makes this entertaining is that for starters, Jade Falcons are one of the largest Clans out there and this is all they could realistically muster. Second is that I know for a fact that a full third of that Mech and Aerospace force is not even Clan Tech, they're using a lot of captured IS equipment and if they are lucky some SLDF 2750 Regular with one exceptionally lucky individual having an Atlas II.
To put it in perspective a single Regimental Combat Team consists of roughly up to 180 Mechs, approximately 500 Combat Vehicles, 5,000+ combat infantry, 80+ heavy artillery pieces, 40+ Aerospace Fighters and countless other support assets and elements. The FedCom alone in 3050 had over 50 of these to call on. Shows you really the numbers the Clans should be dealing with before we even break down into the hundreds of individual Mech and Vehicle Regiments that are also available to call on.
Overall though highlights that the writers didn't really think about what they were writing before putting pen to paper with the Clans. Realistically if the Clans pushed deeper then Tukayyid was going to seem like a gentle stroll in the park compared to what should have been in their way. Hell arguably Clans should have been encountering dozens of Tukayyid scenarios before Comstar even issued their challenge. Tech advantage can only go so far before sheer attrition warfare kicks in. Indeed Clans were initially written as not having the industrial capacity to easily bounce back from a Tukayyid scenario, something later writers kept referring to but forgetting in the very next paragraph.
"A clan weapon is the same weapon but 30% lighter"
I like MWO clan tech where it is not powerful, but works in a different way and feels clan'ish.
Impressive lore knowledge. But where are these numbers from, are they based on industrial capabilities?
Battletech has always been a bit silly when it comes to numbers and there has been a few deserved retcons but one thing that never changed is there was meant to only be about 1.15 billion Clanners total at time of Invasion, as in all Clans including civilian, technician, merchants and scientists. When you factor in the ratio of Warriors to this and then divide by remaining Clans that's an absurdly tiny military. Clans can cheat a bit with numbers as technician castes can act as auxiliary crew for Dropships, Warships etc but still that still doesn't make up the severe manpower disadvantage. I would triple the Jade Falcon numbers above to count for things like reserves but factor in that those numbers above also account for Garrison units pressed into the frontline role, Clans really were going all in at Tukayyid.
doesent this become even more obvious when you compare IIc variants to IS chassis?
When it comes to countering the Clans there are two great equalisers the IS does have at its disposal. The LBX-10 and Gauss Rifle, both of which have identical stats to their Clan equivalents in terms of firepower and range, they're just heavier and bulkier. By late 3050's IS are starting to field Mechs that boat these weapons and the Mad Kitty isn't facing against a Marauder or Catapult, it's having to contend with designs like the Pillager, Devastator and Thunder Hawk which are all more than capable of giving it a significant emotional event. Hell the Nightstar in MW5 was literally added to tabletop to give something that the IS can use to make Clanners cry.
Sticking with the late 3050's that's when things really fall apart for the Clans as the IS kicks their economies into overdrive. A Kit Fox A for example is a nasty little brute but when a Hollander can cripple if not kill you in a single shot and the can be brought in by the Company load without needing all the fancy high tech and investment of your shinny Omni then really becomes a no brainer where it should be going. Another interesting aspect is of Random Assignment Tables for the Clans. Their Second Line is mostly comprised of SLDF 2750 Regular Mechs, un-upgraded. This means if the IS invade and go up against a Clan Second Line the IS are generally fielding a lot better Mechs than what the Clans have in 3050's.
There are other quirks that could go on about like the dire state that is Clan Aerospace and fact Clan Mechs are godawful for extended operations but will leave it there.
But there are seriously unprofessional levels of quality when it comes to MW5. Most notably the HUD looking worse than most asset flip games at the time. And also the mixed bag that is the sound design. Not to mention, the pretty abyssal technical performance. The absolute atrocity that is the AI. The terrible terrain generation that can make missions literally unable to complete. And the uninspired mission design.
Is the game fun despite these issues? Sure. But I'm not comparing the issues that MW5 has with the work of modders. I'm comparing MW5 to it's competitors.
thats not a dlc thats a seperate game buddy
if you dont believe me on the website www.mw5clans.com stand "MECHWARRIOR 5: CLANS is a new standalone game made in Unreal Engine 5 that delivers a story-driven campaign with over 90 minutes of cinematics."
so if they say themselfs that mechwarrior 5 clans is a seperate game and not a dlc you can believe it
Even with just the 12 mechs they made for clans complete with the animations would have been better value for money than the usual dlc format for mw5.
And even then we would just be paying for the animations as all the new mechs in clans have alrerdy been made in mW5 by modders cannibalising mech parts and borrowing existing animations to make them work.
but otherwise yea you are correct
Clans are extremely divisive because of their balance problems. As the OP pointed out, clan haters do not like them because of how they basically break the game and setting.
Clan Tech is for some reason twice as powerful as inner sphere tech and completely outclasses everything the inner sphere civilization has managed. The reasoning for this is that Clan scientists were able to focus on improving their Starleague tech during their exile into deep space, whereas Inner Sphere people were fighting amongst each so hard they coudln't do any research (which is bollocks because the clans were also fighting non-stop with each other). But that's a story reason to dislike them.
A lot of oldschool Battletech fans dislike clans because the OP weaponry trivializes Innersphere weaponry, making the game completely lopsided. Worse, Clan ER PPC, Large Pulse Lasers and Gauss Rifles could one-shot you from across the map and that's all she wrote. And that applies both to Inner Sphere mechs and clan mechs. This may be fine in a singleplayer videogame but on tabletop this was an especially horrible game design mechanic that turned the awesome tactical wargaming of Battletech into a dumb poke sniper war.
I didn't have a big issue playing clans in Mechwarrior 2 because I was just stomping on AI mechs, but if you do this i a live game with real people it's as dumb as an overtweaked sniper in Ghost Recon.