Mike Forst, on 07 April 2015 - 09:48 AM, said:
You may have also noticed I am also biased more towards survivability, movement and agility instead of weapons buffs. Mechs are getting Time to Live boosts right now because in my opinion that's really what they need.
This is a big improvement, and has been needed for a very, very long time.
The problem is that not all quirks are created equal. The way MWO plays, weapon quirks are far superior to structure quirks, at least as they are implemented right now.
Let's take the DRG-1N as a case study right now. Given that it's in the same tier-five position as the Awesome, and has similar CT issues to that mech, let's say you gave it structure quirks instead of weapon quirks. Even if you doubled the magnitude of the AWS' CT quirks on the structure-heavy hypothetical Dragon, it would get +40 IS, for a total of 150 with heavily stacked ~70 front CT armor plus 80 CT IS. The weapon quirked DRG is still going to win that fight even without any CT structure buffs because of the magnitude of the refire quirk being given to it. The structure buffs are just too small to make the same amount of difference right now. It's why I rarely see good players driving Zeuses, despite their huge amount of armor and relatively generous hitboxes.
You could say that this is an unfair comparison, as it's spreadsheet-warrior at its finest though; our two hypothetical Dragons here are fighting in a vacuum. So let's look at the two most common types of combat in MWO. The first is long range fighting; weapon quirks are king here, you need look no further than the TDR-9S and STK-4N for that. Shorter burn times and faster projectile speeds mean that you're putting damage on-target far more often than your opponent, and given that you only have to burn through an additional 10-20 HP in all but a handful of cases, the weapon quirks are more than going to make up for that. That amount of structure is one or two PPC hits, which is virtually nothing- velocity and burn times are far superior to such a small amount of health. I will concede that heat quirks are far less useful at range given that your opponent can just duck back down behind cover, but it does significantly reduce the opportunity cost of firing, meaning snipers can take much riskier shots without having to worry about heat, which is a relatively big deal. Even more importantly, it means that long range mechs can compete with close ranged loadouts in terms of heat at close range.
The other typical combat situation in MWO is a more sustained brawl, an up-close slugging match. Again, weapon quirks are always superior to structure, at least in the amounts we have now. This is for two reasons: the first is that a mech that can cripple its opponent faster is much more likely to win, and the second because of the heat cap. In the first scenario, the structure-buffed mech is at less of a disadvantage, and in a couple of cases, it's often enough to tip the scales. The Hunchback, for example, has traditionally been bad because it was easily crippled, and could then be finished off at leisure. Because of the huge amount of armor and IS the RT has received however, it's now better to just try and core them straight through. Most mechs aren't so lucky, however, and their structure bonuses are spread thin across the mech, meaning that it's still easy to target a single spot to wipe out most of your opponent's weapons quickly, and in this case again, the weapon quirks almost always allow you to cripple your opponent before he can do the same to you, granting you a win.
Brawls are also heat limited, meaning that in a symmetrical duel of, say, a HBK-4SP vs another 4SP, heat reduction is more important than structure. During the initial seconds of the fight, due to the sheer amount of HP that the 4SP gets, it often has an advantage against its enemies. Because of the difficulty of disengaging an enemy at under 270m however, it's going to be about 10 seconds before the HBK is running hot enough that it's firing half or less of its weapons, while their opponent will still be firing most of theirs for another salvo or two at least- again, far outstripping the amount of HP that the mech gets.
Lastly, while structure and armor buffs are nice, you really need to reexamine where they're going. I keep hearing people who don't pilot Warhawks going "Wow!!! +28 arm armor, OP pls nerf!" Well that's nice, but the Warhawk's hitboxes are set up in such a way that the side torsi are so huge and the arms small enough that even with a 90 degree twist relative to your opponent, it's very rare that I will lose an arm before a side torso because the ST can be hit from every direction. So sure, the numbers look big, but in the end they grant virtually no benefit to the Warhawk- and the issue is absolutely not limited to the WHK. The only mech on the list that seems about right is the Nova, but that's simply because the Nova is such a huge, slow whale of a medium that virtually every component of it is vulnerable to being shot off.
tl;dr right now structure quirks are too spread out and too small in magnitude to come close to equaling weapon quirks. All the top-tier mechs are weapon-focused, and it's no coincidence.