As we all know, in the current meta-game big alpha strikes rule the battlefield. It's not hard to see why either. Stripping weapons and getting engine hits requires accruing internal damage. The faster you can get to internals, the faster you're able to disable or kill your opponent. Thus, weapons with pinpoint precision and high damage have become staples, particularly when they can be utilized at multiple engagement ranges.
Part of the problem is that once you've gone internal, things go south very quickly. And to some extent that's to be expected. Differentiations between external and internal hits SHOULD mean something. The problem is that once you've gone internal, high damage, pinpoint weapons are still preferred because if your choice is between raw damage and crit-seeking, raw damage is superior. The reason is pretty clear: by the time you manage to get a crit with, say, a MG or LBX/10, you could have simply blown that whole section off with a PPC, gauss, AC/20, etc.
I'd contend that if mechs were to add more health and more crit slots to each component, you'd have a better chance for high damage, pinpoint weapons to spend more time potentially hitting empty crit slots and for crit-seeking weapons to hit weapons, ammo, equipment, and XL's. Yes, the high-alpha weapons could still saw off that part of the mech or score a crit, but it might take a bit longer. Granted, you'd need to make these extra crit slots mandatory empty space and not usable for weapons, equipment, etc. to maintain the status quo with regard to what a mech can equip.
Anyway, additional constructive thoughts and input are welcome.
Edited by Gallowglas, 09 July 2013 - 08:31 AM.