Steel your Life, on 06 June 2013 - 11:11 PM, said:
my argument is that i dont think the Atlas really does what its supposed to mainly becasue other mechs like the Stalker seem to outclass it in damage and survivabilty and scouts seem to outclass it in tanking and distraction and also because of their longevity they get high damage marks by end game.
what you said in your post brings me to the section of my OP where i say that outfitting the Atlas with longer range weapons like your ac5's and hiding behidn rocks and staying behind the frontlines or in the back among your team (what you called "positioning") seems to be the only way to play the Atlas effectively
I have never actually deliberately used my uac5s as a long range weapon, my DDC is a brawler first and foremost, but I will admit that I don't go charging the enemy or anything like a true tank cause in this game it will just get you killed.
What I think might be the core issue here is not that the Atlas can't tank but rather that in mechwarrior there has never been a role that can be solely and unambiguously called a tank. This idea is reinforced by your claim that lights are better at tanking than an Atlas. Let me explain further:
You would agree that an Atlas is a brawler, that is what it was designed for and it does it well; this role obviously has tanking aspects, you must get close to an enemy(s) take a lot of damage while dealing it, ie tanklike.
The Stalker is predominantly used in this game as a high alpha long range sniper, as such it draws a lot of return fire, again this could be called tanking.
Lights find the enemy and generally will do their best to distract them using their speed and manouevrability to avoid being killed, by distracting the enemy they can be said to be acting like tanks.
However, none of these roles is true tanking, each of the examples above demonstrate tanking in some way or another though the liklihood of death while doing any one of them is different. What I mean by this is that in your Stalker you are far away and can easily retreat or take cover if things aren't going your way, similarly for lights you can use your speed to retreat. For the Atlas though once you commit that is it, either you walk through the wreckage of your enemies or lie smoldering among them. It is this that I think leads to their perceived weakness, the other two examples give you a second chance in a way, whereas the Atlas is all or nothing.