Khobai, on 05 February 2013 - 09:27 AM, said:
Conversely, the downside of the MW4 system was that players could jam 3 medium lasers in an area meant for a PPC.
And it could not use things like CASE
And it could not use non weapons equipment like JJ's and HS since they were just 'somewhere on the mech' and never got destroyed.
And it could not really do critical hits correct.
It was not a BAD system, at least IMO. It was created to fix the 'boating' in MW2/3 and to make it easier to build mechs for non-BT players.
But I prefer a more complex system which allows PGI to add more complexity to the game as well (see above).
The hybrid system they created works amazingly well.
To the OP: PGI needed to make variants unique. The only way to do that was a hardpoint system. But even in the hardpoint system certain variants would end up with almost exactly the same hardpoints if you just used 1 hardpoint per weapon in the stock loadout.
So instead they decided to allow more hardpoing or different hardpoints for some variants. Thus the 4G vs the 4H hunchback.
It is also for balancing one CHASSIS against another. Other than hardpoints, you have torso twist, max engine size, arm vs torso weapons, max arm angle, and of course geometry and mapping of the hit locations on the mech in game to make the chassis unique. Thus catapults have a huge TT, but also a huge CT which is different that say a Centurion with the smallish CT, and really good arm angles available.
They are now introducing the quirks system as well to make each variant more unique.