The Case For Quadruple Armor
#41
Posted 05 September 2013 - 12:12 PM
#42
Posted 05 September 2013 - 12:24 PM
Mechs are already pretty beefy armor wise. Quadrupling armor will not help all those scrubs that think that marching right into the middle of the enemy is a good idea only to get obliterated in seconds. What will help new players is fixing the matchmaker so that new players aren't being grouped with vets.
#43
Posted 05 September 2013 - 12:49 PM
#44
Posted 05 September 2013 - 04:20 PM
Riall, on 05 September 2013 - 12:49 PM, said:
Agreed. Right now Ferro is just a ****** version of Endo. Making it a way to boost armor beyond the regular maximum would make it a much more interesting choice for the players with obvious drawbacks. More armor, less firepower.
#45
Posted 05 September 2013 - 04:43 PM
#46
Posted 05 September 2013 - 05:02 PM
Khobai, on 05 September 2013 - 09:10 AM, said:
Because increasing internal structure doesnt change the number of armor point per ton like increasing armor does. So all our builds would remain exactly the same.
Additionally increasing internal structure would solve the problem with crits not mattering because the location gets destroyed before the items are destroyed.
This. Increasing internal structure would make for longer TTKs by extending the 'falling to pieces' stage of a mech's lifespan. At the moment you barely ever go a significant amount of time with lost equipment before the compartment housing it is lost, plus it would give crit-seeker weapons an actual purpose.
#47
Posted 05 September 2013 - 05:34 PM
Edited by XFactor777, 05 September 2013 - 05:35 PM.
#48
Posted 05 September 2013 - 05:50 PM
#49
Posted 10 September 2013 - 11:19 AM
A: Your friends are making mistakes like going out in the open, not using cover, etc (you'll learn the game over time)
B: They're using trial mechs.
EDIT: increased internals sounds interesting though. Gives LB-10X and MG's a more niche and better purpose
Edited by Velixo, 10 September 2013 - 11:20 AM.
#50
Posted 10 September 2013 - 11:24 AM
TOGSolid, on 05 September 2013 - 04:20 PM, said:
Just so you know, canon-loving people would go batsh*t. FF is supposed to do the opposite: decrease the max armor limit while freeing up alot of tonnage. Using some other armour type found in the lore (if it exists. otherwise - invent one) would be neat though.
Edited by Velixo, 10 September 2013 - 11:25 AM.
#51
Posted 10 September 2013 - 11:26 AM
TOGSolid, on 05 September 2013 - 12:24 PM, said:
Mechs are already pretty beefy armor wise. Quadrupling armor will not help all those scrubs that think that marching right into the middle of the enemy is a good idea only to get obliterated in seconds. What will help new players is fixing the matchmaker so that new players aren't being grouped with vets.
See my sig.
The problem is using ELO to get games lined up. ELO is broken at best in this game.
#52
Posted 10 September 2013 - 11:34 AM
Kaldor, on 10 September 2013 - 11:26 AM, said:
See my sig.
The problem is using ELO to get games lined up. ELO is broken at best in this game.
Funnily enough, a huge part of Elo's problem right now was the Gauss/PPC meta. A lot of bads have inflated Elo scores due to that meta (as evidenced by how many people are whining about the Guass and PPC changes) and are causing matches to be more wacky than ever right now. It may almost be worth doing a straight up stat reset at launch because of tbh.
#53
Posted 10 September 2013 - 12:41 PM
I give the attempt 2 flaming trolls of 5.
If I were to take you seriously I would propose doubling the tonnage of armor instead of the effectiveness. This would create a meta where you could be nearly invincible but not shoot back. It would force a real risk reward meta instead of just halving all of the weapons damage again.
#54
Posted 10 September 2013 - 02:20 PM
I would rather see something like this:
Lights: Multiply current values by 2
Mediums: Multiply current values by 1.66
Heavies: Multiply current values by 1.33
Assaults: Leave current values alone
Keep in mind, heavier mechs not only get greater defense, they get greater offense, as well. Even with the armor gap shrinking, the weapon gap remains enourmous.
#55
Posted 10 September 2013 - 03:32 PM
Felio, on 10 September 2013 - 02:20 PM, said:
I would rather see something like this:
Lights: Multiply current values by 2
Mediums: Multiply current values by 1.66
Heavies: Multiply current values by 1.33
Assaults: Leave current values alone
Keep in mind, heavier mechs not only get greater defense, they get greater offense, as well. Even with the armor gap shrinking, the weapon gap remains enourmous.
Edited by The Boz, 10 September 2013 - 03:32 PM.
#56
Posted 10 September 2013 - 05:12 PM
The Boz, on 10 September 2013 - 03:32 PM, said:
Those are ****** numbers and may be a little high, but generally, I think a fresh Locust should have an even shot against a wounded Atlas, yes.
It's only blasphemy because we've gotten used to the idea that some mechs should be terrible at combat, that there should be at least three of them to take down one that's bigger. But that's not game balance.
Speedy guys can do some things the big guys can't. They can cap, they can get out of tight situations or into others across the map where they are needed. But let's be fair. Combat is really, really important, and the big guys are much, much better at it. Someone getting some good licks in with an AC/20 can totally negate all the distracting and capping in the world. I know because I've done it.
Edited by Felio, 10 September 2013 - 05:20 PM.
#57
Posted 11 September 2013 - 07:39 AM
Since most weapons shoot about 2.5 to 3 times faster than "every 10 seconds", you would have more than double armor already.
Example:
PPC 4 seconds - 4 dmg
AC/20 5 seconds - 10 dmg
Easy as that.
#58
Posted 11 September 2013 - 07:56 AM
Felio, on 10 September 2013 - 05:12 PM, said:
Obviously, the only way a light can challenge an assault is if the light carries the same armor type, but moves, turns, stops, and accelerates three times faster.
Felio, on 10 September 2013 - 05:12 PM, said:
Lights aren't terrible at combat. The rest of your argument is equally bad.
Felio, on 10 September 2013 - 05:12 PM, said:
Lights aren't terrible at combat. If you are, you need to L2Pilot your mech.
#59
Posted 11 September 2013 - 08:25 AM
If you watch some closed beta footage the game seemed really fun. REAL brawling was going on like crazy and mechs could still be hurt by focused fire. I really wish battles could last longer...
#60
Posted 11 September 2013 - 08:31 AM
Quote
Not really. My Jagermech with triple UAC/5s and a single AC/2 can kill an Atlas in less than 10 seconds. That is not even an exaggeration, I seriously wish it was.
The truth is torso sections of mechs are way too easy to destroy. They need to substantially increase internal structure on torso locations.
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