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All assault mechs have that problem. In tabletop both light mechs and assault mechs have the same exact chance of getting hit in the center torso (about 20%). But in MWO the CT on assaults gets hit way more than 20%. The problem is its only armored to handle getting hit 20% of the time (since it uses tabletop armor values), so when when it gets hit way more than 20% of the time it ends up being severely under-armored. That's why light mechs can outsurvive assault mechs right now, which is completely wrong. Because not only are light mechs incredibly lag-shielded but the chance of hitting their critical locations like CT is significantly lower than on assault mechs.
To help resolve that issue, Assault mechs should get a skill or module that gives damage reduction to the center torso.And actually every mech class should have a unique skill tree anyway. Like assault mechs should get damage reduction/tanky skills, heavy mechs should get a mix of different skills, medium mechs should get hit-and-run/skirmisher skills, and lights should get scout/harasser skills. Its really counter-intuitive that all mech classes have the same skill tree when theyre not intended to perform the same roles.
As for the Awesome, extra module slots could balance it out, provided modules are actually useful at some point. The Awesomes get like 2-3 module slots while all the Stalkers only get 1. The problem right now is that the modules are awful for assaults and do nothing useful for them.
Edited by Khobai, 03 January 2013 - 09:12 AM.