Jump to content

Why Doesn't Armor Matter In Mwo?


51 replies to this topic

#41 PappySmurf

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 842 posts

Posted 09 September 2013 - 11:06 AM

View PostAlmond Brown, on 09 September 2013 - 10:26 AM, said:


LOL! And I would rate your **** poor Rant a sad 0/10 and add a pinch of BS to boot.

If you suck at MWO, why not just admit it. I having gotten 5 Kills, 7 assists and various other bonuses, and survived more than 60 seconds while doing so. It is you that is bad, not MWO.

P.S. For the record, I was driving a BlackJack that match and our PUG won 12-9 I think. MWO is a blast when you play with TEAM in mind, especially in a PUG, and not just your own selfish self. ;)


First off im happy your so LEET a player hahaha=not ;) but the truth is hitboxes are on 60% of the mechs way to large I personally don't believe PGI ever doubled the armor amount maybe uped the armor by 1% if any. Overpowered weapons to armor/hitbox hitpoints is why the majority of new and medium players have a life span of 60 seconds or less after initial enemy contact is made. I personally liked the way the mechs moved and maneuvered in MechWarrior3 the mechs seamed crisp and responsive to maneuvering .MechWarrior4 the mechs were slower and maneuvered less but still those 2 games mech movement mechanics were far better than MWO at this point.To be honest I play Hawken also why is it I can play a Hawken mech which they take massive damage to kill and play 1 mech a average of 2-5 minutes each before I die? is it because im so LEET?=NO its just the mechs take a lot of punishment compared to MWO mechs in general.And yes im not the best MWO player but I know how to play and learn with my team PGI needs to wake up and smell the coffee before the pot is empty. Posted Image

#42 XFactor777

    Member

  • PipPipPip
  • 81 posts
  • LocationCalifornia

Posted 09 September 2013 - 11:25 AM

There is a lot of bad pilots in this thread spreading ignorance, Op you are wrong just admit it the only reason you should EVER die in less than 60 seconds from contact is because you did something stupid(like staring at your twisting opponent), or you got focused by the enemy team, at which point it wouldn't matter if you had 100 times the armor because 6 mechs>1.

#43 PappySmurf

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 842 posts

Posted 09 September 2013 - 11:32 AM

View PostXFactor777, on 09 September 2013 - 11:25 AM, said:

There is a lot of bad pilots in this thread spreading ignorance, Op you are wrong just admit it the only reason you should EVER die in less than 60 seconds from contact is because you did something stupid(like staring at your twisting opponent), or you got focused by the enemy team, at which point it wouldn't matter if you had 100 times the armor because 6 mechs>1.


Or there are a lot of good pilots in this thread trying to help PGI understand there past Mektek/NHUA mentality and gameplay are totally wrong for MWO and things need to be changed to retain new and old players and fans. ;) Posted Image

#44 DaZur

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 7,511 posts
  • LocationWisconsin

Posted 09 September 2013 - 11:34 AM

View PostPappySmurf, on 09 September 2013 - 11:06 AM, said:

NO its just the mechs take a lot of punishment compared to MWO mechs in general.And yes im not the best MWO player but I know how to play and learn with my team PGI needs to wake up and smell the coffee before the pot is empty.

Honestly... It boils down to stylistic gaming design.

In MW:O I feel like my personal piloting skill has direct influence on the outcome of an engagement... There is a sense of accomplishment, IMHO taking a snap-shot assessment of your opponent and attacking the their weaknesses is paramount to success in MW:O.

Conversely... I tried playing my sons Hawken account and honestly... If I closed my eyes I think I could mistake it for so many other FPS I've played in my lifetime... Having said that, the pace was hectic, damage both inflicted and received felt "canned" but it was definitely fun regardless.

That said I enjoy both both experiences for very different reasons... And the last thing I would want would be either iteration to be "more like the other".

#45 Vodrin Thales

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 869 posts
  • LocationFlorida

Posted 09 September 2013 - 11:56 AM

View Postlockwoodx, on 09 September 2013 - 10:24 AM, said:


Find it yourself, I'm not an exploiter.


Thank you for "supporting" my point. When near-max armor is acting like tissue, there's a problem. According to you, everyone should be well protected because "they" all use near-max armor yet it is not the case. So sorry, try again son.



But I don't think that armor is like tissue unless I do something exceedingly stupid (such as rounding a corner or topping a rise into 5 enemy mechs). Otherwise I survive quite well. So I really don't think you have shown any real "truths" or "facts" here. If you want to argue that ability to put out pinpoint damage in MWO is a bit higher than ideal I will agree.

If you want to say that armor is irrelevant because damage is so high or that macros are significantly impacting ability to put out pinpoint damage then I will have to disagree and say you are simply exaggerating to the point of hyperbole.

#46 Shephard

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 274 posts
  • LocationPhiladelphia

Posted 09 September 2013 - 05:52 PM

View Postlockwoodx, on 08 September 2013 - 09:36 PM, said:


Some mechs are at a greater disadvantage than others, and macro spammers who abuse the game vs all mechs, abuse them even more due to that disadvantage. I'm sorry you misunderstood the statement.



... huh?

I'm sorry, but I still have no idea what in the world you are talking about. Can you maybe give some specifics to help clarify the point you are trying to make?

#47 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 09 September 2013 - 06:04 PM

I did the math once and it almost always pays off to take as much armor as possible. I ran a few thought-experiments that pitted mechs against each other using various internal health values, then equipped them with armor and weapons. In short, if you have 2 tons of space left, 1 ton of armor + 1 ML will win out over a build that takes 2 ML. Bear in mind that these used ideal conditions (100% accuracy, they only hit what they want to), but the point remains that armor is extremely valuable.

The need for armor is why a build such as the 3 X Gauss Rifle + 1 X PPC will never be effective; sure it has an impressive alpha, but it can be killed by anything with a much less impressive alpha before it gets to fire a second shot.

#48 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,612 posts
  • LocationOlympus Mons

Posted 09 September 2013 - 06:54 PM

Well they could remove the Arm-Lock feature and make it harder to allign the arms, but that could be a pain. They have said they can't add individual aimpoints for each weapon though.

Best fix for MWO is dump all the weird nerfs and make the hitboxes overlap slightly. That would have the same effect as de-convergence unless the player makes a very accurate shot. I think that is easier than nerfing every weapon one by one. It would create a much better simulation of how a mech takes damage also.

#49 Shibas

    Member

  • PipPipPipPipPipPip
  • 250 posts

Posted 09 September 2013 - 07:08 PM

Complaining about armor being worthless...just wait until through armor critical hits or engine critical hits ever get put in; your mech will go down faster than a prom dress.

Here is a tabletop nerd solution: Make everything fire like streak SRMs -ish. A percentage chance to hit a random location, with a percentage change to miss increasing or decreasing depending on range. Nothing says awesome more than being 100m away and a clear shot at a mech with an almost cored CT and a random number puts your shot into the building next to him.

#50 Coralld

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,952 posts
  • LocationSan Diego, CA

Posted 09 September 2013 - 07:14 PM

This thread is a joke, right? Truly the OP is kidding... Right? ;)

#51 Sug

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,630 posts
  • LocationChicago

Posted 09 September 2013 - 07:28 PM

View PostLightfoot, on 09 September 2013 - 06:54 PM, said:

Best fix for MWO is dump all the weird nerfs and make the hitboxes overlap slightly. That would have the same effect as de-convergence unless the player makes a very accurate shot. I think that is easier than nerfing every weapon one by one. It would create a much better simulation of how a mech takes damage also.


I almost kinda like that idea.

#52 Mycrus

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,160 posts
  • Google+: Link
  • Twitter: Link
  • LocationFilipino @ Singapore

Posted 09 September 2013 - 09:13 PM

If you haz problem with armor you prolly have too much on your beehind and legs...

There are only a very few mech builds that benefit from full armor...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users