Kassatsu, on 01 October 2014 - 10:02 AM, said:
Probably because they're a perceived balance issue. Even with that flamer the Adder still has 16 tons of space and all it really affects is that it shows "flamer" on your weapon HUD and screws with the arbitrary heat efficiency number in the in-game mech lab. That's the same tonnage as a Nova, or a Kit Fox with stock armor. The former has over 4x the possible number of weapon hardpoints as the Adder. Adder still sucks though.
Not that I'd mind the extra energy slot and half ton of weight on my own Adder or anything. Adder still sucks though.
I wouldn't mind seeing those Warhawk DHS freed up, but then again, even when piloting one myself, it's not much of an issue. I've also managed to make several (useable, not particularly good) builds that aren't totally reliant on the right torso pod space for ammunition and the like. The Nova and Summoner are stuck with a malfunctioning mobility device that winds up being more of a handicap than anything else. Also, Adder still sucks.
You sure? Because I think that a Mist Lynx would really love to have 7.5 tons of pod space instead of 6.5 tons. That looks like a balance issue, right? An Adder could at least replace that Flamer with an ERSL for slightly more damage output and range. Warhawks could pack more backup weapons on their dual Gauss builds, or missile boat builds I guess.
...
The reason that JJs are an "issue" right now
is because they're very very badly designed. Most of the benefit seems to come from the first few (1-3) jets, and the rest aren't really that effective. And that should change. I'd suggest a linear scale of X number of jets = X effectiveness. So, 1 jet would be X power. 2 jet would be 2X power. 5 jets would be 5X power, and so on. Mechs who get them hardwired to the base config wouldn't be cursed by their hardwired jets
if Jump Jets actually functioned in a sensible way.
Edited by FupDup, 01 October 2014 - 10:12 AM.