DivineEvil, on 19 March 2015 - 12:03 AM, said:
Increasing Clan Mech customization is not an option in my opinion. I don't see a reason for this. PGI has a clear determination to balance the IS and Clans using quirks, and for me it's a valid method. Increasing Clan AC velocity across the board, adding carefully chosen quirks to underperforming Clan mechs and omni-pods while also adding some positive and negative quirks to high-tier ones might just do the job. The question is just if PGI really has developed a philosophy around what quirks to give or not.
Then you just lead to more Grab Deals and powercreep, since PGI will simply release a robot that's optimised after a trash tier pack.
Grab an 85 tonner with Endo instead of Ferro, and right there it gains one ton. Drop the heatsinks down to 13, which all fit in the engine, and suddenly you have an 85 tonner with 40.5 tons of guns, that moves 71 Kph. Just as the Night Gyr will move at the same speed with 37.5 tons of guns, 12 DHS and 4 JJs, at 75 tons.
When the Arctic Cheetah is released, all other Clan lights will be rendered, for the most part, useless. It's an almost optimised light mech, with too many JJs and an engine at least 10 ratings too small. It has both Endo and Ferro, while also having the most hardpoints of any Clan light, while making every one of those useful.
It's also the only Clan light with a torso mounted Jesus Box.
If customization was allowed, the Myth LYnx could become a half decent light mech. If it was allowed to follow TT construction rules, it could actually be a superior Death's Knell, with JJs and Clam lasers. 178 speed with 5 JJs, and 10 TrueDubs. The 4 tons of pod space would be adequate for hit and runs.
Badder could upgrade to a 280 (a denomination of 35), gain 10 TrueDubs, move 142 while still having 12.5 tons of guns.
Remove that awful Flamer and get 13 tons, and 5 E hardpoints. Suddenly, it can carry heavier but comparable loadouts to the Cheetah, just without the JJs and fewer hardpoints.
Gargles could go down a few ratings and have loadouts to exceed the TimberGod (without the hitboxes or hardpoint locations, also slower)
Mechlab restrictions are what make Bad Robots. With fewer restrictions, the Bad robots could be made viable, and if needed then proper faction balance could be considered.
As it stands, any additional blanket nerfs just ducks over the bad robots even more.