If I were to take how hardpoint inflation worked for the Cyclops and apply them to the Atlases...
The Atlas K would have 3 ballistic hardpoints, 4 energy hardpoints and probably 1 missile hardpoint.
The Atlas D would have 1 ballistic hardpoint, 2 missile hardpoint, and probably 8 energy hardpoints.
The Atlas D-DC would probably have 2-4 missile hardpoints, 1-2 ballistic hardpoints and 2 energy, if they did 4 missiles then we'd get 1 ballistic.
The RS.... wouldn't have 4 energy on the arms anymore.
I bet you're thinking "What the heck is he talking about?"
Hardpoints, obviously.
"Well no kidding! But what do you mean by all this stuff with Atlases?"
Welp, hardpoint inflation had a pattern set by the stock loadouts back in the day when players didn't cry so much and the game was genuinely fun with its delayed convergence (for those of us in the US anyway), mechs that felt like Mac Trucks and not like Sports Cars, and radar blips that teleported since the minimap updated once every 1 to 2 seconds meaning you did NOT know where everyone is at every given second and could see a blip in front of you and lose him, then suddenly have the mech standing on your head because he snuck around!
Back in the day, PGI seemed to care a bit more about developing the game, or I should say had a much better attitude towards it. Of course a large part of that is that they had our trust, our support, our hopes and dreams and none of us were on islands or the "2%."
And during this time of "We'll do a Pick this or that" skill tree, "Info Warfare is going to mean something," and numerous other "In over our head" things, PGI had a (reasonably) well-thought out pattern for how they would develop hardpoints for Mechs.
Take a seat kiddos and I will explain this old system.
- Energy slots: If it had a PPC or Large Laser, it got 2 slots per instance. Medium or less? 1 slot.
- Ballistic slots: If it had an AC/20, it got 2 slots. Otherwise it got 1 slot. (Do wish it was AC/20 got 3, Gauss, AC/10/LBX got 2, UAC/5 or less got 1).
- Missile slots: LRM-20 got 2. Anything less got 1. If it only had LRM-20s it got 3 per instance.
Even better, it preluded to an easy way to convert all MWO mechs to use a sized hardpoint system. But yeah let's leave out the fantasies of good development over poor practices such as overzealous quirkening.
The current system of hardpoints makes little to no sense.
"It's got a medium laser in the arm. Give it 3 energy hardpoints for each medium laser."
...What?
"It's got an LRM-10, lets give it 3 missile hardpoints there."
....Huh?
"This one has an LRM-5. Just stick with one missile hardpoint, no one will ever use it; instead lets inflate, uh... actually we're not gonna inflate a single thing on this variant. While we hyper-inflated every other variant to have 9 hardpoints, we're gonna let this uninflated variant -- which would have had the most hardpoints if all were uninflated -- have only 8 hardpoints... in some of the worst locations to be uninflated."
I... um..
Don't you think, uh... Shouldn't we... or they rather...
I'm speechless. I don't even know where to begin with this. I really don't. I'm not even sure why I'm surprised at this point.
Sometimes I wonder why I try to make sense of PGI does. Because sometimes it just doesn't make any sense at all.