Prosperity Park, on 14 July 2016 - 12:06 PM, said:
You cannot be treated seriously if you think it is Okay to vary weapon stats but refuse to budge on mech-specific TRO tech.
I'm fine with them being locked. JJs are what makes a Summoner a Summoner. Just like I don't wan't more energy Pods to end up with a Clan Grasshopper, I don't wan't it to be a Clan Warhammer, either. (Though I do want my Clan Warhammer... and Rifleman)
Endo would be the simplest, though not the least controversial fix. Ammo Quirks, I suppose could help, too. Yeah, I'm that guy that wants to have his cake and eat it. I want a Summoner to be able to play liek a Summoner, not another abomination like DakkaHammers, Laserpuke Archers, etc.
As for the Locked vs not locked JJ discrepancy? I still feel the most "realistic" answer is in efficiency. We ain't talking about a jetpack here. But 70 some tons of gyro controlled metal. Mechs like the Summoner, engineered from the ground up around JJs, simply should be able to jump farther, have more control and recharge their JJs faster than mechs with Strap-Ons, running around. Because no matter how you wanna try, how you wanna cry, no Strap-On replaces the real thing.