Since it's a slow weekend, I'll toss up some idle thoughts and see if they get anywhere for interesting discussions.
- The Grand Titan N10M actually is acceptable from 3055 to 3057. During this span of time, none of its rivals are massively better (except the tdk-7x, but that thing's so much better than any other assault of its time that it's not worth factoring in). The BRZ-A3 Berserker is only slightly better than the N10M is, and the Atlases of the time fill a completely different mission role than the traditional Atlas did. I'm not saying the N10M is GOOD, because it's not, but it's at least playable in that specific window of time. It becomes awful around 3058, but that's the same time the N11M upgrade becomes available. By the time the N11M is no longer worth playing, the MAD-6M arrives to take over its role. Then the Juliano appears to beat all of them at the role.
With this in mind, I would some day love to see a N10M refit that converts it to a more generalized design, akin to how most contemporary Atlases work. The N13M is not this. It is a good commander-survivability unit, but it is not a generalist.
- The lack of CASE on units with Gauss Rifles bothers me. It's not a problem in one-off game play where you can just disable auto eject, but in campaigns where protecting your pilot matters... units like the Tempest suffer due to it. You either have to disable it and risk the SRM ammo bin killing the pilot, or leave it on and risk super-early ejection from a lucky crit to the Gauss. The TDR-10M fixes this to some degree by simply omitting CASE and ensuring all its explosive bits are things you want to auto-eject from.
The Anzu, despite my growing displeasure with it, also fixes this by including CASE II. I think in a true 'campaign environment', both the TDR-10M and the Anzu would actually be better than the Tempest for these reasons.
- After studying a variety of Mechs, I have come to the conclusion that the ones that demonstrate the best game design are ones whose strategy notably changes based on range to the target. The Mad Cat Mk II 4 is a poor example; it uses the same weapon bracket at every range in virtually all situations, so the player does not have to think or make trade-offs. The Mad Cat III on the other hand significantly changes based on which range band it's in; at range it's a LRM boat. At medium distance, it's that plus a few lasers. Up close, it's a ton of tiny lasers backing some medium ones. The player thus has lots of decisions to make, depending on what their current priority is. This makes the Mad Cat III (Standard) a fun design.