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Centre Torso Armor


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Poll: More durable Mechs without imbalancing potency (52 member(s) have cast votes)

To make mechs more durable without imbalancing potency

  1. Please Don't Mess (27 votes [51.92%])

    Percentage of vote: 51.92%

  2. Small increase of 10% on Centre Torso would be good (3 votes [5.77%])

    Percentage of vote: 5.77%

  3. Medium increase of 20% on Centre Torso would be good (9 votes [17.31%])

    Percentage of vote: 17.31%

  4. Something Else (13 votes [25.00%])

    Percentage of vote: 25.00%

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#21 MrVop

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Posted 30 April 2013 - 09:49 AM

With pin point damage being aachievable the way it is right now, It wouldnt incrase battle length by much, I would guess maybe 3 seconds (one more alpha).

I think we need to work armor differently then the standard rag doll... more sections make it harder to pin point, yes lights will get a boost from this, but why shouldn't they?

To mitigate the now almost impossible to pin point, make shots to 'aoe" damage to nearby sections . So If I had it my way I would split the CT into 16 sections (4X4 mes streched over the curent CT section, dont freak out yet keep reading) so If i hit the section in teh dead center, I do my regular damage and all that hoo haa, but I also do half damage to each adjasent section (of the new CT devision, not talking going to other armor slots) and a 3'd to the ones adjasent to that.
Now pin pointing will require some ******* serious pin pointing, otherwise you have to eat through more armor, and I think that will make the meta fun for all.
With the AOE damage spreading that way the lights will not get much of a bonus because they are still low armor.

I'm just sayin'

We have the tech for it, the whole 3 section thing is kinda archaic (though super classic and I love it as much as the next guy)

#22 MadCat02

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Posted 30 April 2013 - 09:54 AM

actually i think atlas is one who suffering the most . Hes armor needs to be higher because his hit box is too big

Edited by MadCat02, 30 April 2013 - 09:59 AM.


#23 MrVop

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Posted 30 April 2013 - 10:47 AM

Awesome and the dragon are the worst by far. You can torso twist the atlas and mitigate it some what... The Dragons is simply too large and sticks out so you can hit it from almost any angle. The awesomes is just mostly ct on the front... so if you half way decent aim you're hitting it. Which is why i suggested more segmentation.

#24 MaddMaxx

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Posted 30 April 2013 - 11:06 AM

If not for Timeline issues the Dev could introduce both Reactive and Reflective Armor types, and if allowed to be mixed on a Chassis, one could increase armor values by as much as 50% in those areas it is applied to, for a hefty C-Bill cost of course, versus the appropriate weapons types.

Alas, Reflective is 8 years out and Reactive is 10 years out. :P

Edited by MaddMaxx, 30 April 2013 - 11:09 AM.


#25 MrVop

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Posted 30 April 2013 - 11:40 AM

I dont think those will help that much. I think the whole system is meant for table top and it's not translating well into the ability for people to pin point.





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