The problem isn't high mounts.
The problem is that low mounts are a clear failure of design, and do not make any sense in this game.
Low mounts (in torso) are simply a bad hold over from old artwork - and the apparent technical limitation of not being able to raise the arms of our mechs.
Ability to shoot over objects is better than not being able to.
Ability to shoot what you can see is better than not.
Being able to utilize cover effectively is better than not.
These are pretty simple concepts, I think that PGI should look to remedying the issues with low mounts & arms that have elbows pinned at the hips then they should worry about introducting mechs with high mounts.
I'm not saying every mech needs to have Roughmech level mounts all of the time, but if you could take a mech like the Black Knight, move it's energy mounts to the upper region of it's torsos - it is still the Black Knight but it now is able to function better.
Giving bonuses to mechs with lower mounts worked, but then they went and removed a lot of those buffs like structure quirks (Black Knight) that the mechs basically relied on as they have to expose so much of themselves to shoot.
The only problem with the Roughneck is that PGI seemed to heap a lot of structure & armor with high mounts - my guess is they did this to give IS a really strong option to fill out most of a drop deck for Faction Play (and because the mech is only available for real money purchase right now).
I don't have a comment on the current strength of the Roughneck, as I don't own it and haven't played much since the patch.
Edited by Ultimax, 21 April 2017 - 09:23 AM.