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Overlapping Armor Fix


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Poll: Overlapping Armor Fix (10 member(s) have cast votes)

Does the below seem like a good fix. (not necessarily as written - but as a baseline)

  1. Yes (3 votes [30.00%])

    Percentage of vote: 30.00%

  2. No (7 votes [70.00%])

    Percentage of vote: 70.00%

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#1 Charons Little Helper

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Posted 25 June 2013 - 02:54 PM

One of the major complaints on these boards seems to be against the alpha-striking meta. After all - doing 40 damage to one part is much better than doing 10 damage to four different parts, or even to five different parts. Not really a surprise. And frankly, at it's core the parts system is a large part of what makes MWO fun and different.

I suggest a modest change - what I think of as an 'overlapping armor fix'. (hence the title)

In this change - the armor of the different parts would be considered to overlap somewhat, partially protecting neighboring parts.

Mechanically - every time a part got hit - each neighboring part would take 10% of the damage, assuming that it still had any armor. (the % subject to change)

For example - the first time you're hit, it's for 40 points to your front center torso. As it sits, you take 40 points to your front center torso. In the 'overlapping armor fix', you'd take 20 points to your front center torso, and 4 each to your left front torso, right front torso, head, left leg, and right leg. If, say, your lef leg's armor was all gone, it would take no damage, and your front center torso would take 24.

Of note - this would make it easier to piece off arms than the center torso as they don't have as many neighboring parts.

#2 Monky

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Posted 25 June 2013 - 02:57 PM

You'd really have to make some mockups to explain it (like in the other thread), but in general it could be a good idea, and make precise aim a bigger factor.

the thread i'm referencing is this one; http://mwomercs.com/...nvergence-idea/

I like the idea of the overlap rather than raw damage sponging.

Edited by Monky, 25 June 2013 - 03:02 PM.


#3 Ningyo

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Posted 25 June 2013 - 03:37 PM

fair enough (deleted per post below mines explanation)

And sorry

Edited by Ningyo, 25 June 2013 - 07:04 PM.


#4 Charons Little Helper

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Posted 25 June 2013 - 06:13 PM

Similar premise - but the mechanics are done differently. That thread's idea simply benefits people with better aim even more (not inherently bad) - in my version it takes significantly more damage to core someone and makes taking off pieces a more viable tactic instead of mostly just happening on accident when people miss the core.

For example - that same 40 damage (as in example above) would do 36 damage to the left arm (if it hits there) and 4 damage the left torso (front or back based upon where hit on the arm).

#5 Unbound Inferno

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Posted 25 June 2013 - 06:34 PM

Remember LRMpocolypse? This'll make that seem like a bad dream....

#6 Artgathan

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Posted 25 June 2013 - 06:40 PM

The problem with a system like this is that it rewards bad aim.

In the current system, if I aim for your CT and miss, but hit your LT/RT, that damage is useless (since it didn't hit what I wanted). In the proposed system if I aim for your CT and miss, but hit your LT/RT, I still damage your CT (since they're adjacent).

The proposed system also makes XL engines much more vulnerable.





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