MustrumRidcully, on 12 March 2014 - 04:49 AM, said:
Checks and balances are agreat concept, but it's not executed in MW:O
The check and balance for increased firing arcs would be the price of that crit for the lower arm actuator.
But instead, it is punishing you, because you don't neccessarily get a firing arc advantage compared to mechs without it, and you definitely will have low slung weapons that force you to expose yourself.
The only advantage that you can hope for with arms is that they can move a bit faster, making it theoretically easier to track a close, fast moving target. Except that the mechanics of the arm-torso lock mean that you can bypass some of that speed advantage, too.
Bobzilla, on 12 March 2014 - 06:07 AM, said:
Slots being used in your arms for the same arc is a negative, there is no balance, if there was an increased arc for arms it would be equal.
Being able to turn your torso slightly away from an enemy while shooting just puts your weapons at risk and then your left with no weapons, or weapons that have less of an arc. Also if you can twist your torso further, you can mitiage damage better.
So without the slots they are equal. But taking up slots for the same performance is a negative.
This is both true and not true.
If you're arguing that you can put all of your weapons in a greater arc without arms than you can with, then you are correct. And, in that case, you are penalized for having actuators. That is, assuming of course, you're running a mech with arms where most of your weapons are NOT in your arms.
On the flip side, though, if you're running something like a Victor (non-Dragon Slayer or 9S), then you're actually working at an advantage. I'll put it all below:
Jenner/Raven
120 degree torso twist (no efficiences)
144 degree torso twist (double efficiences)
Firestarter
100 degree torso twist w/ 25 degree arm angle (no efficiences)
120 degree torso twist w/ 32.5 degree arm angle (double efficiences)
Catapult
120 degree torso twist (no efficiences)
144 degree torso twist (double efficiences)
Jaeger
90/100/110 degree torso twist (no efficiences)
108/120/132 degree torso twist (double efficiences)
Thunderbolt
90 degree torso twist w/ 20 degree arm angle (no efficiences)
108 degree torso twist w/ 26 degree arm angle (double efficiences)
Stalker
85/60 degree torso twist (no efficiences)
102/72 degree torso twist (double efficiences)
Battlemaster
80/60 degree torso twist w/ 30 degree arm angle (no efficiences)
96/72 degree torso twist w/ 39 degree arm angle (double effiences)
Again, you can argue that the lack of arm actuators gives these mechs the advantage because they can put all of their weapons on the target at a wider angle from center to side. But, they're also extremely exposed in doing so. Depending on hit boxes for specific mechs (some have torsos that are just larger than others), using Free Look can allow you to put damage on target without putting your torsos at risk. And, as I've already said, you can put shots under arms when there aren't actuators where as you can't really do that without extreme marksmanship on mechs that do have actuators. The funny thing is that the see what you shoot nature of the Jenner, Raven, Catapult, Jager, and Stalker isn't really that much of an advantage over the Thunderbolt SS or the various Battlmaster builds as both have extremely high weapon hardpoints which allows them to do the same in limited fashion.
There are pros and cons to both and a lot of it is based on the situation at hand at that moment in time. The Stalker will always be better than the Battlemaster at ridge humping but it is just as susceptable to getting hammered on open ground (its CT is crazy thin and hasn't been redone, to my knowledge). And the Jenner, Raven, and Catapult have some of the easiest to hit Center Torsos, even from the side, which puts them at a disadvantage all of the time.
As with everything, this is an arguement with no real truth because it is all about perspective.