Khobai, on 29 September 2013 - 07:54 AM, said:
The problem is PGI went from a system with random hit locations to a system with perfect aiming. In TT when you fired 3 ppcs they would all hit different locations. But in MWO they all hit the same location. That amplifies the damage side of the equation greatly.
That's only half of it. If hit locations were still determined by a 2d6 roll, just for a complete group fired shot instead of seperated, it wouldn't be quite as bad. But it's that as a player you have active control on where you hit. Once you gave players the ability to do this in the table top (targeting computers + pulse lasers + Clan Gunnery skill levels for example), the system broke down there, too. No one has 100 % accuracy, so people still don't always hit where they were going for - but they hit the CT still significantly more likely than the TT probabilities on which the armor values were build around suggest.
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I agree. But were stuck with it now. And unfortunately the best solution for the center torso coring problem is to pile on more armor/internal structure
The doubled armor solution is not so bad because I think our hit chances are also much higher (regardless of which hit location) then the table top would suggest. I have an accuracy of more than 75 % with my AC/20 (low figure, I am going by more, I think it was more). And speaking of AC/20 - a single lucky or unlucky hit to the head would kill anyone, and lights would be legged rapidly. if people complain the game is too fast now, it would be madness with that game. And this isn't about the increased DPS we have in MW:O thanks to the change in rate of fire. This is pure "single-shot" or "alpha" damage potential, which is independent of ROF.
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(I would start by increasing internal structure and increase armor only if absolutely necessary).
Relying on internal structure would allow simply slapping on extra armor to individual hit locations without having to worry about how to translate stock mechs. Just determine how much extra structure by weight class, figure out how you want to distribute it, and apply. So if you go for 2 extra point to CT per 5 tons and 1 extra point per side torso and leg per 5 tons, you would have something you could everywhere without needing to come up with a new armor points per ton or new max armor values.
An alternative to start could be:
- 50 % of extra armor points.
- Max armor points per mech: +50 %
- Max armor points per hit location: +100 %.
That means that you cannot possibly fully armour all locations, but gives us some freedom on how to distribute armour. Now, people will first start maxing out CT armour. Everyone sees that the CT is now the hardest part of a mech to crush, and it becomes more effective disarming or legging mechs. WIth less shots going for the CT now, people will start to experiment, lower the CT armour to buff side armos, legs or even arms, and see what will give them the best result.
Maybe there will eventually be found the perfect balance point, maybe it will be in constant shift. If the devs figure out that there is a trend, they can start changing the max armour points per hit locations to values that are closer to the trend (that would help avoiding noobs running "armor trap builds" - e.g. overarmouring their CT or overarmouring their arms or something like that.
Edited by MustrumRidcully, 29 September 2013 - 09:14 AM.