That served 2 purposes - 1.) It forced the Assault players to work as part of a team instead of just acting as an unstoppable Lone Gun; and 2.) It gave Scout players the ability to fight instead of just running around until they got shot.
So, if the Jenner's manuverability is such that it could litterally run circles around an Atlas without the Atlas being able to line up a shot, but the Jenner faces the risk of getting easily blasted apart when driven carelessly, then you just balanced the two classes. I know you can't make Mech movement just like a person's movements (they do weigh a bit more than us), like how people can stop-on-a-dime and turn to run the other way, but I think you can limit the rotational speed of the Assault classes enough to make them slower than the circle-strafing speed of a fast Light Mech and achieve the goal of balance.
Imagine a lone Atlas trying to line up shots while a Flock of Jenners swooped by from two directions and hit-and-ran. The Atlas might hit 1/4 of them, but he would have absorbed 16 medium laser hits and 4 SRM6's in one attack run. The only way the Atlas could score repeat hits is to leave his reticule in one place and wait for Jenners to walk through his line-of-fire.
Edited by Prosperity Park, 01 February 2012 - 08:58 AM.

















