I think we can all agree that Basic'ing three variants of an IS mech to reach the higher-tier proficiency like speed-tweek, etc, makes sense.
I think we can also all agree that buying three variants of a clan mech to do the same thing kind of sucks, as we often find ourselves running *mostly* the same omnipods and builds as we get used to what we like on the mech.
IS mechs having locked hardpoints forces us to vary our loadouts and broaden our skillset to essentially work with what we're given. With clan mechs, when basic'ing three chassis, it's so easy and comfortable to run the same build over and over again for every chassis. I know from firsthand experience, as I mastered all three of my Novas with 6 C-ERML on them 95% of the time.
Therefore, I argue that being able to swap out the omnipods on a clan mech should come as a second, master tier proficiency that costs some high amount of XP, like the second module slot. This will force the mechwarrior to adapt to the mech and not be allowed to sit in his/her comfort zone. This also prevents the clan mechs from being boring to play. I play one game with my Nova and I'm sick of the thing, vs. an IS mech that I have to build out according to the hardpoints in the lore, challenging me to make unique builds that constantly help me improve both my weapon skill across all categories and my versatility as a pilot of many different mechs. The tragedy here is that you might think players will vary their omnipods and builds even if they have the ability to run the same thing across several variants, but the guilty pleasure of having that one build you always do well in is often too much of a plus for people. Hell, I tried doing something different with each clan variant, but I almost always return to the builds I know I can consistently do well in with less effort because it's just easier. Not to say that clan mechs are easier to use in general, but from a building and logistics perspective, they absolutely are.
Thoughts, comments, questions, additions, criticisms? I'm eager to hear what you all think.
TO CLARIFY,
I mean that swapping omnipods should be locked, not the weapons, heatsinks, etc. We'd still be able to customize the mechs, just not with different omnipod hardpoints until mastering.
Edited by Jazzbandit1313, 05 May 2016 - 10:59 PM.