Fundamentally rescripting the mechlab so that we do have MW4-style hardpoint-less mechs may actually be impossible, given that we are already in open beta...but there is an easier way to achieve the same end without radical programming and UI changes to the mechlab.
Each mech should have 1 hardpoint per 5 tons.
The Swayback is (almost) in the right place for this, with 9 hardpoints (expanded to 10)
Any Atlas should have 20 hardpoints.
Any Dragon should have 12 hardpoints.
Any Jenner should have 7 Hardpoints.
If you use this system though, it is CRITICALLY DEPENDENT on weapon rebalancing, so that a 16x Medium Laser Atlas is not an autowin-platform, but instead a balanced and competent configuration. The Small Laser and Medium Laser require nerfs to their DPS per ton, Alpha per ton, and damage per heat.
You can read all about it here:
http://mwomercs.com/...eapon-redesign/ I used spreadsheets and math to rebalance EVERY weapon in the game. No tonnage alterations mean that every single configuration presently usable will still be usable.
Oh, and on the subject of massive AC's in a machinegun slot...you know those huge, round cannons that appear when one mounts PPC's in the K2 arms? Make those appear in the LT and RT of the K2 when mounting autocannons. Problem solved FOREVER! Not just on the catapult, but on every mech that puts a large weapon in place of a small one. We should not narrowly constrain the role of the Catapult, but instead do the opposite - balance every single possible role a mech can perform.
Likewise, the Hunchback's massive RT should shrink if one installs a couple machine guns in it, and the arms should transform into massive guns if one mounts PPC's on them.
Edited by Xandralkus, 25 November 2012 - 02:13 PM.