Possibly an answer to a question no one has asked (well, except me, but I tend to have odd things bouncing around my skull)
Anyhow, I was thinking, basically there is little the Jagermech can do that the Phract 4X can't do better, with the exception of 1 more crit per arm, and a lil speed. And other mechs seem to duplicate each other, too.
Would setting Max Armor per variant In a way similar to the Max Engine add more individual quirks to each chassis? for instance the Jagermech was engineered with paper thin armor. We all know pretty much everyone will max it instantly, thus removing one of the characteristics of the mech. With something with as many complex joints as a mech, u don't just slap more armor on, it actually needs to be re-engineered to spread weight and stress, while not hindering motion. So for instance (random example here) maybe each chassis variant is only capable of adding lets sys, +25% (or 33, or 50%, jsut using a fixed number as an example) to their armor. So JM6-S COULD GO FROM 6 TONs, or 192 base armor points to 7.5 tons or 250 armor points.
thus, one could abuse the ballistic boating, but it would remain the glass cannot it was engineered to be.
Not an idea the minmax army will embrace, probably, and maybe not even a good idea. I've been toying with it for some time. I also think the simple rework (while non canon) to make Ferro armor viable, is allow it to go above the "max allowance" of normal armor, so instead of the Jagermech having 250 max, with Ferro it could now mount up to 1.12x that or around 280.
Just think it would make Ferro more mwo viable than it currently is, and by have armor limits it would add one more distinguishing feature between chassis and variants. Or it could be a real bad idea.
(This was posted back in the day, but when the forums were "updated" locked away in the dungeon)
Would An Armor Nerf Similar To The Engine Nerf Help Keep Chassis "distinct" From One Another? (Redux)
Started by Bishop Steiner, Sep 06 2013 10:57 AM
2 replies to this topic
#1
Posted 06 September 2013 - 10:57 AM
#2
Posted 06 September 2013 - 11:10 AM
Bishop Steiner, on 06 September 2013 - 10:57 AM, said:
Anyhow, I was thinking, basically there is little the Jagermech can do that the Phract 4X can't do better, with the exception of 1 more crit per arm, and a lil speed. And other mechs seem to duplicate each other, too.
Was this a mix up or? I always figured that the 4X was the hardmode Jager
Anyway, I think that Ferro should not reduce total weight of armor as it does now, rather increases total armor like you suggested (I guess its kind of the same thing, but that freed up tonnage should go specifically towards armor). This way we have a trade off of crit spaces for slightly increased armor. Your example with the Jager, I think, is pretty fair (250 to 280) but the armor has to be evenly dispersed, it would be dumb if you could get 30 bonus armor anywhere you wanted because everyone would just pad their front CT
This way we have the option of Ferro if you want a more durable mech vs Endo Steel for increased tonnage for heatsinks and weapons. Few mechs would be able to run both.
Holy {Scrap}, I like where this is going
Edited by AntiCitizenJuan, 06 September 2013 - 11:15 AM.
#3
Posted 06 September 2013 - 11:10 AM
I think this stems from our ability to allocate individual points instead of being held to tonnage..... We can maximize and optimize in a way that was never available in TT.
Maximum Armor: For ease of reference, the maximum
total Armor Factor for each tonnage of ’Mech is shown on the
Internal Structure Table (p. 56). Note that it is always permissible
for a ’Mech to have the maximum possible armor, even if this
requires leaving a few points of armor unallocated. For example,
a 50-ton ’Mech can have a maximum armor factor of 169. In
order to get this much standard armor, a ’Mech must have 11
tons of armor (11 x 16 = 176). The extra 7 points of armor that
cannot be assigned are simply lost.
INTERNAL STRUCTURE TABLE
Total ’Mech Tons of Internal Center Torso L/R Torso Each Arm Each Leg Maximum
Tonnage Structure Circles Circles Circles Circles Armor
Factor
20 2.0 6 5 3 4 69
25 2.5 8 6 4 6 89
30 3.0 10 7 5 7 105
35 3.5 11 8 6 8 119
40 4.0 12 10 6 10 137
45 4.5 14 11 7 11 153
50 5.0 16 12 8 12 169
55 5.5 18 13 9 13 185
60 6.0 20 14 10 14 201
65 6.5 21 15 10 15 211
70 7.0 22 15 11 15 217
75 7.5 23 16 12 16 231
80 8.0 25 17 13 17 247
85 8.5 27 18 14 18 263
90 9.0 29 19 15 19 279
95 9.5 30 20 16 20 293
100 10.0 31 21 17 21 307
Maximum Armor: For ease of reference, the maximum
total Armor Factor for each tonnage of ’Mech is shown on the
Internal Structure Table (p. 56). Note that it is always permissible
for a ’Mech to have the maximum possible armor, even if this
requires leaving a few points of armor unallocated. For example,
a 50-ton ’Mech can have a maximum armor factor of 169. In
order to get this much standard armor, a ’Mech must have 11
tons of armor (11 x 16 = 176). The extra 7 points of armor that
cannot be assigned are simply lost.
INTERNAL STRUCTURE TABLE
Total ’Mech Tons of Internal Center Torso L/R Torso Each Arm Each Leg Maximum
Tonnage Structure Circles Circles Circles Circles Armor
Factor
20 2.0 6 5 3 4 69
25 2.5 8 6 4 6 89
30 3.0 10 7 5 7 105
35 3.5 11 8 6 8 119
40 4.0 12 10 6 10 137
45 4.5 14 11 7 11 153
50 5.0 16 12 8 12 169
55 5.5 18 13 9 13 185
60 6.0 20 14 10 14 201
65 6.5 21 15 10 15 211
70 7.0 22 15 11 15 217
75 7.5 23 16 12 16 231
80 8.0 25 17 13 17 247
85 8.5 27 18 14 18 263
90 9.0 29 19 15 19 279
95 9.5 30 20 16 20 293
100 10.0 31 21 17 21 307
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