Ten thousand years of organized warfare have
culminated in that fabrication of arms and armor, mobility
and strength called the BattleMech.
Standing ten to twelve meters tall, the typical 'Mech is
vaguely humanoid, an armored giant of myth and
legend come to life. The lightest weigh 20 tons, the
heaviest 75 or more, and even the smallest 'Mech
bristles with lasers, particle cannons, long- and
short-range missile launchers, autocannon, or
machineguns. A 'Mech is striding, thundering death for
any unarmored army crazy enough to stand and fight,
and a formidable foe even for heavily-armored
conventional units.
Traditional military tactical thought holds that the best
way to fight a 'Mech is to send in another 'Mech,
preferably one bigger, stronger, and more heavily
armored. When matched, the monster machines can
pound away at one another for hours, each waiting for
that one fatal mistake by his opponent. Each waiting for
that inevitable, critical failure of nerve or machine, that
instant's lapse in guard or tactics that will leave the way
open for a fatal strike.
This same kind of military balance exists between the
five major Houses of the Successor States of the early
31st century as they war among themselves for control
of known space. On one side is the Capellan
Confederation of House Liao, the Free Worlds League of
House Marik, and the Draconis Combine of House Kurita.
Against them stands the uneasy alliance of House
Davion's Federated Suns and the Lyran Commonwealth
of House Steiner. Around these giants also swarm lesser
houses, powers, alliances, merchants, fronts, and
out-and-out bandits, whom the Successor Lords try to
woo, bribe, or force to assist them when they can.
And yet, after centuries of warfare, no clear gains have
been made by any single House, no fatal flaw
uncovered. War continues, with the giants struggling
among the ruins of what once had been a proud,
galactic civilization. Like well-matched BattleMechs, the
forces seemed too evenly balanced for any one to gain
that vital, decisive edge.
But the powers behind the war understood a maxim of
war as old as war itself. What cannot be won by force
of arms can often be achieved through cunning, deceit,
or by a concealed blade slipped into an enemy's back.
—
Nicolai Aristobulus Terror's Balance: A History of the
Succession Wars
So why are the mechs in MWO so soft and easy to kill?
Why is there no storyline/meta/rp/social aspect?
Brian/Russ give us MechWarrior please not MeekWarriorOnline.
If UI 2.0 does not pan out and its the same old MWO how many will stay and play?

Edited by KingCobra, 13 November 2013 - 05:50 PM.