I've scratched my head a bit on this whole matter.
So, why not to address the problem with the current hitbox and internal structure primitive system?
Right now when you hit any part of a Torso hitbox (for example), you have an RNG chance to destroy some structural component, the larger it is the more is the chance (like with Gauss). Ok, so a mech has a limited amount of slots in every part and they could be actually drawn on a base model, and then merged as XL engine parts, ammo boxes, DHS/HS or weapon parts.
Let's not make things difficult with armor, I believe it's quite alright atm, hitting a large hitbox (TS) will scrap armor, until it's all gone.
Here is where things change. You want to destroy a weapon? Shoot a weapon component of the mech to detonate it faster (Basically it's located where the visible component is). You want to blow the engine faster? Shoot the part of torso where it is located, it will take damage and get destroyed. To make things a little more interesting - Engine is protected by weapon component, so until it's destroyed you won't damage the engine, but the engine is vulnerable to direct fire from the rear. This will help huge mechs have better chances even with huge torsos.
Right now, to do a headshot, you do actually need to hit a small hitbox in a specific place and nobody has any problems with it.
Until RNG presents with internal structure the problem with IS XL engines will not go away.
Edited by Ulris Ventis, 26 February 2016 - 05:22 AM.