Cerberias, on 19 February 2014 - 03:24 PM, said:
Larger target makes you easier to hit, harder to hide, and usually more of a target for enemy fire.
Low hardpoints mean you expose more chassis before you can fire, which heavily limits your role as a sniper/fire support except against a heavily distracted foe.
No jumpjets stifles mobility both short and long term. Short term you turn slower, you lose the third dimension of dodging (i.e. vertical plane is only really possible with jumpjets), long term you find it harder to go across certain terrain types and shortcuts are harder to use, lowering overall move speed around the map in certain areas. Hills are harder to climb,and maps like canyon are a nightmare.
To play devils advocate, it really depends on your game plan too.
You seem to be comparing the atlas as a pin point alpha asset mostly. The weakness you mention are largely the opposite of poptarting jump snipers.
It can just as easily be a firesoaker enabling his lancemates with high DPS loadouts more time and opportunity to hit the enemy. He goes forward, draws fire, obtains sensor data for his team mates and brings them into the game.
Every mech has strengths and weakness, and every mech has certain common abilities.
But why can't some pilots play their preferred mechs to their chassis strength?
I don't want a game where we all play one type of mech that suits the current 'meta' (thats just a personal opinion)