The problem with the awesome is that its cool art translated into a realtime game where things like mech size actually matters.
In the TT the art was there as an addition and it had zero effect on gameplay.
PGI decided to copy the art wholesale without considering what kind of impact it may have.
So look at the awesome, you get a fat target that has low hanging weapon mounts blocked by terrain. Then you have the stalker which can ridge hump because its weapon mounts are all at the top. It makes a HUGE difference.
Atlas is the same problem, its the biggest mech in the game, which is NOT an advantage...you want to be as small as possible. It is super annoying to get shot at while you cant fire back because terrain blocks your shots. Oh and the 10 tube LRM launcher on the Atlas is supposed to be able to fire 20 LRMs in the same time as other mechs, but in MWO it fires two volleys of 10s, which gives AMS double the time to shoot them down....part of why Atlas are so bad, you cant evne put a LRM-20 oni t.
Only way to buff the awesome without a radical art change (which PGI will never do) is to give it specific quirks, like increased heat dissipation or something that makes it a superior energy boat to all else. And the Atlas could use a quirk to reduce incoming damage, since its such a huge target, it really needs it to survive. I think its quite sad that a XL engine stalker is more survivable than a standard engine Atlas...simply because the stalker can make much better use of cover.
Edited by Jun Watarase, 05 May 2014 - 07:35 AM.