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The Case For Quadruple Armor


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#61 Tombstoner

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Posted 11 September 2013 - 10:49 AM

View PostFelio, on 10 September 2013 - 02:20 PM, said:

The trouble with multiplying everyone's armor is that it greatly increases "time to kill" on the heavier mechs and has little benefit to the smaller ones.

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.

O hell no.... i would revers those values and buff assaults to 2X and lights stay at 1X.

yea larger mechs have more fire power, not by much, but are also much easier to hit relative to a lights. defense cant be just HP of the target. it must include some compensation/co factor for targeting ease. the atlas CT is so easy to hit. at any range in comparison to a spider at any range. HSR taken into account. i dont care if the game detects the hit i know its much harder to shoot a spider then the atlas CT.

Mech size is not considered as part of its survivability. The game is still using TT design rules. hence a life expectancy of 10 seconds for the most heavily armored mech in the game, but lights have a much higher survival time due to the difficulty in hitting them not just from HSR/ lag shield. meh working as intended.

#62 Mechteric

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Posted 11 September 2013 - 10:52 AM

4x armor would mean a 1v1 light mech duel would take like 5 minutes. I don't think making the game more boring is a good idea.

#63 Khobai

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Posted 11 September 2013 - 12:09 PM

Quote

4x armor would mean a 1v1 light mech duel would take like 5 minutes. I don't think making the game more boring is a good idea.


Which is why increasing center and side torso internals structure remains the best option. Because lights will still get legged just as easily. But lights wont get one-shotted in the back anymore. Which I think is fine, no mech should die in one shot.

Edited by Khobai, 11 September 2013 - 12:12 PM.


#64 Urdnot Mau

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Posted 12 September 2013 - 06:52 AM

View PostKhobai, on 11 September 2013 - 12:09 PM, said:


Which is why increasing center and side torso internals structure remains the best option. Because lights will still get legged just as easily. But lights wont get one-shotted in the back anymore. Which I think is fine, no mech should die in one shot.


I run AC 20 A LOT and i don't remember 1 shoting the back of a light mech. There was this spider once, he was kinda slow running and i hit him once in the back: red internal on back of the side torso. Hit him twice: red internal on the back of the center. Hit him again: Arm and torso destroyed. STANDARD engine. Missed the next and then destroyed his leg, but didn't get the kill. Bad hit reg apart, light mechs have this advantage to spread the damage while running away.

I know that if i wasn't alone that man would've died in 10 seconds, and that's the ugly part about this game. It's rare theses moments when you're fighting someone alone (i mean 100%, not those moments when your team mates die and you're left alone). I don't think that a little buff to torso internals will mean a thing

#65 Swervedriver

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Posted 13 September 2013 - 10:45 AM

Instead of nerfing UAC/5's like many are calling for the past couple of weeks, we could double the existing double armor to quadruple armor!

Focused fire (and team play) would be more important than ever.

I'm willing to give boosted internals a shot, but I don't have a problem with mechs falling apart fast once the armor is stripped away. It should take more than just a handful of seconds to strip armor to get into the internals.

Either way, I love playing the game, but dislike the constant nerf cycle. It takes the fun out of it.





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