Mizeur, on 09 July 2015 - 01:04 PM, said:
You can compensate for bad hitboxes either by adjusting mobility, damage output, or damage tanking compared to mechs of the same tonnage with better hitboxes.
Mechs don't all have to play the same way. But they ought to have a viable role where they can contribute equally, if differently, to the game. Even if it means giving more armor or structure to a mech to accomplish that.
When mechs are evaluated for Quirks, one of the first things that should be determined is what the Mech's role is supposed to be, and it's traditional strengths and weaknesses.
For instance, the Grasshopper. It was noted for 3 things. Mobility, in particular it's JJs, Heat Efficiency (23 SHS, only the AWS came with more) and being considered a little light on firepower.
Thus, initial Quirks should have focused on it's Mobility and Heat Generation, and NOT on firepower (aka range, cooldown, etc), initially. Armor could be addressed to comp Hitboxes, if needed.
The Atlas for all it's reputation, actually was not packing that massive of firepower, especially at range. Stalker outgunned it, for instance. But it was the biggest, toughest thing around, and used as a spearhead to break formations. Thus, quirks should focus on it's toughness, by boosting it's armor and structure and then if needed, light weapon quirks, to it's main weapon systems (AC20, Gauss, etc).
Cyclops was a lightly armored, moderately armed command/communication mech. Thus it's primary quirks, if it was in game, should be based around things like sensor range, etc.
Jagermech was a lightly armored long range fire support unit. I would not give it ANY armor or structure buffs, but would certainly give it ballistic range and cooldown quirks up the wazoo. I'd have it ranged to be able to suppress Gauss Mechs.
Obviously, some amount of variation would be used in each variant, much like the Hunchback or Centurion.