Tahribator, on 23 October 2013 - 01:58 AM, said:
It's a freaking long-range support mech, it's supposed to be vulnerable.
I question the validity of exact text of that argument. It's a 'mech, all 'mechs are vulnerable, true. However, by your argument, if a Jager is loaded out with short and medium range weapons (such as in the cheese AC/40 builds), it's no longer 'long-range support' so therefore the 'vulnerability' of the side torsos should then be eliminated no? I mean, that would be a valid conclusion based off an exact interpretation of your sentence, no?
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PGI shafts either CT's or ST's of support mechs to emphasize their role. They usually punish the mechs with torso weapons with huge CT's and ones with arm mounted weapons with huge ST's. Only true brawlers have somewhat balanced hitboxes, like the Atlas, Quickdraw, Centurion, Victors, Orions(no it doesn't have huge CTtitis). Still, having larger ST's enables a mech to brawl efficiently because of increased survival, but since %99 of JM pilots have XL's that advantage works against them.
I totally acknowledge the Jager has thinner side torsos than other 'mechs of its class, the issue is though, are the side torsos unintentionally 'thinner' than they should be because of hit box misplacement? If the hit boxes have become screwed up (in much the same way as the Founders Atlas head hit box had been) it's possible that when shooting one body part CT, ARM, or LEG, the side torso may be taking damage it shouldn't. So instead of blowing off an arm, or leg, or coring the CT, you're hitting the side torsos. On other 'mechs without an already thin side torso, this might not be so noticeable, but on a 'mech intentionally designed with thin side torsos it can be a real issue.
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If they gave every mech balanced hitboxes then they'd have removed a unique aspect from this game. Having hitbox syndromes limits the respective mechs to their intended roles.
We're not talking about eliminating 'balanced' hit boxes, we're talking about fixing, potentially, broken ones.
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Now, there are some mechs with straight out broken shapes like the Dragon(mostly because of it's tabletop shape), and the Awesome(outrageous scale). But they have their own threads already.
I disagree that the Dragon or Awesome is 'broken' (though I do question the design intent of the Awesome, or ANY 'mech where there's significant deviation of 'mech lab component location vs. actual hit box location like the Awesome, Jager, Cataphract, and Jenner).
It's quite easy, and very much cheaper, for PGI to claim that a non-game breaking mistake is "working as intended", and it's a practice quite common in the gaming industry (damn near every game has stuff in it that's obviously not right, but the developers don't want to bother fixing) so it wouldn't surprise me if the Awesome (and other 'mechs) hit boxes are actually wrong. Like you say though, these 'mechs have their own threads.
But, regardless of the status of the hit boxes as far as 'mech design goes, as a 30+ year BattleTech fan, I PREFER the 'mechs of ANY computer simulation representing the BattleTech universe to keep ALL 'mechs to their original CBT scales, regardless the consequences to my own notions of 'balance'.
AND FOR THE RECORD, LET'S GET THIS STRAIGHT: 'Balance' is in the eye of the beholder.
What YOU might consider "balanced" might not be so from my perspective.
For example: There are many that believe, as I had mentioned before, that a 20 ton Locust should have an EQUAL chance in a brawl against a 100 ton Atlas. This is a silly notion of balance in my opinion. The only time a Locust should have a chance against an Atlas is if the Locust pilot has really good skill, and the Atlas is a complete noob, or a drunken *****. Beyond that, in a one on one brawl the Atlas should win, pretty much every time.
So, leaving unintended extra thinness to ANY 'mech (be it Jager, Dragon, Locust, Atlas, et al) isn't 'balance', it's just vindictive, petty, silliness that has ZERO to do with 'balance'.