Captain Stiffy, on 12 October 2013 - 11:39 PM, said:
I agree mostly and here's why: By far the best strategy for almost any team in assault mode is to base camp and when they other team decides to cross then send your lights to cap their base. Especially true with the large map sizes. In this case your best loadout would be 4 lights and 8 assault mechs.
I think the problem is the flawed game types and not really the mechs.
It is generally the mechs themselves.
The reason why many people advocate for engine buffs for mediums (increasing the engine cap, increasing accel/decel, increasing turning speeds) is because the speed cap itself is limiting their options.
A medium ideally is some sort jack of all trades... you could focus on power (current Hunchbacks) or focus on speed (Trebuchet) and possibly something in the middle.
Your "role" as a Hunchback is defined as a "heavy weapons platform" for a 50 tonner. If the engine caps were lifted, imagine the 9 small laser Hunchback being somewhat useful escorting other Lights. I'm not saying this is entirely viable or a great idea, but the "role warfare options" are very limited. Every mech in this game has a "role" defined by their hardpoints, engine options, and their scale/hitboxes. Once you install
limits, you are
limiting all the possible roles it can have. It is not necessarily a bad thing, but mediums are the most affected by this.
The only mediums that can reasonably accomplish a "light escort role" are Centurions (just absorbing damage), Kintaros (really high engine cap, usually Streak carriers), and Trebuchets (which are not even optimal due to scale and other issues). You could obviously use other mediums or even heavies to do this like the Quickdraw or Dragon, but the reality is that the options simply aren't there.
If you can't build it for a specific role, it's simply not a role you can use it for. It's that simple.