It’s a combination of a few things.
First, the AI is really bad and not really good at protecting it’s mech… The AI in a necessarily turkey is going to be quite a heavy undertaking, as it would include the stuff you would have in most shooters, but with tons of additional complexity. A bunch of different weapons, potentially with C2 targeting networks… Plus things like low level piloting skills like shielding individual sections of a mech, plus targeting specific sections of the event, etc.
Then, beyond all that, is the fact that they still haven’t really addressed the fundamental issue of weapons convergence. This has always been an issue in mechwarrior titles, because it diverges from one of the fundamental mechanics in Battletech, but they still try to use other parts of Battletech.
Once you allow mechs to duct tape weapons into huge super cannons, then the armor model doesn’t really work anymore.
It lets you focus damage and just drill through a single section, bypassing most of a mech’s armor… Like what you see in the videos, deciding to simply leg a mech… And then you too the leg off almost instantly. Especially against stock mech designs that run stuff like half armor on legs.
The head is the other major problem area. In Battletech, the AC20 is a huge, bulky weapon with garbage range… but it has a very specific benefit, in that if you land a shot on a cockpit, you killed a mech. But if i can just run 4 medium lasers… It’s the same. For a trivial portion of the weight.
In Battletech, the reason that doesn’t work, is because those 4 lasers won’t all hit the same panel. You would have to be insanely lucky to have all 4 weapons ho
It, and also all hit the same panel, much less all hit the head.
Mechwarrior needs to incorporate some sort of weapons spread with simultaneously fired weapons if they want it to play correctly with the fundamental concept of balance in Battletech.
Generally, they tended to make the cockpit much smaller than it looked, so they were much harder to hit. In online play, network lag made it difficult to score headshots on moving mechs.
Also, in MW4, they fell back on a one-shot hit protection, so that no matter how much damage the cockpit took, you couldn’t die in one shot. It’s why most of us stripped the head armor, since it didn’t matter… you were gonna survive 2 shots.
I recall back in MW4, a pilot named Stalker playing for AK came up with a hilarious Uziel config with medium lasers and CSTRK SRMs.
He would use JJs to get over your mech, and then alpha the lasers and streaks into your head. This was extremely effective against the bushwhacker, which we ran a lot, which happened to have a large head hitbox when viewed from above.
The medium lasers would defeat the one shot protection, then the streaks would slam into the same location and kill you. It only worked in one battle, but it was a smart design.