I thought about it and think it probably should come down to map design.
Fact is the hexa-SRM6 Cat A1 is absolutely deadly within 100 meters but totally defenseless outside of the range of SRM. Lack of long-range engagement ability should be a severe short-leg - I've heard old MechWarrior veterans saying this kind of build is entirely not applicable in earlier games - but unfortunately it is not reflected correctly in any way under current map design.
River City - two tight urban area on flanks, one open-ish water surface in the middle. Frozen City - Two tight urban area on sides, two choke points on flanks, one open area in the middle. Forest Colony - half of map being large open area with plenty of cover, half being tight valley with tons of choke points. And of course there's the volcano map which is all wide open.
And you wonder why those whole-brawl builds feel like home.
In the vid I included in the original post - thanks again Indoorsman - it can be clearly seen that a pilot who knows what he's doing would utilized the buildings as covers or jump pads. You wanna spot the Splatcats and keep distance? Under current map design, chance is YOU WON'T SEE THEM COMING (remember the spider kill?). After that it's not that hard to pull off stuff like triple kills.
Imagine a boat like that in Caustic alley.
I hate to say that PGI has got more work to do, but they prooooooooooooooobably should do some re-designing on the maps.
Edited by Helmstif, 04 February 2013 - 06:05 PM.