Deathlike, on 19 September 2013 - 08:15 AM, said:
I agree with the overall concept, but for the purposes of balancing, it's depends on the mech's average TTK or some metric to determine how good or bad the mech's hitboxes are to survivability.
Jenners would be indirectly nerfed by the proposed changes, since lights in general are heavily dependent on XL engines for the tonnage saved.
In some of the proposed examples, the Awesome, Cicada, and Orion are perfect candidates for this change... but for the Dragon, where XL should be more than viable would be a dramatic nerf just because shooting it from the side would actually make XL engines less than viable on that mech. It could be readjusted a bit, but the fact of the matter is that you need to fully understand the ramifications of the change, before you do it. These changes are something you don't really want to mess with often... you only need to mess with it if there is a disproportionate difficulty or ease in shooting certain parts of a mech.
If you can run a XL in a mech an almost never die to a Side torso.
Then that is an example of a Bad Hitbox design and should NOT be in MWO.
XL is a risk. It Should be. The benefit of saving 5-8 tons worth of weight needs a significant penalty.
So lets look at the dragon.
Original
My Version
Lets compare.
The Dragon CT is massive in the original picture, so much so that an XL for the dragon is a of course a no brainier. In Fact the the only reason to ever run a STD engine on a Dragon is if you are in a FLAME and you want that AC20 in the Left Torso. That's it. That's the only reason to run a STD engine in a Dragon.
That's the upside you get to run your XL engine without risk of dieing to a side torso.
Here is the downside. You have 80 points of armor, total, split between CT and Rear CT before they can kill you.
That's it. 80 points. 60 ton mech dead after 2 alpha's because the CT is so big they won't miss.
Even when you torso twist away you can still nail that big honking CT from pretty much any angle.
Now here is where my hitboxes come in:
Now looking at this Dragon straight on, not a whole lot has changed Directly on.
The CT is still the biggest target, but now when you take fire you can torso twist one way or the other and suddenly you are not taking the full brunt of the damage on the CT anymore. You've just split the damage from the CT down to a side torso which has another 56 armor, split between Rear torso and torso.
Now you torso twist more and that damage starts to hit the ARM instead of the Side torso, you've just gained another 40 solid armor in the arm.
That's 176 armor how you can diffuse damage over compared to just the original 80 points the ct has.
And that's just torso twisting one way, you still have the other direction you can torso twist with.
So lets say you are hurt, they breached one of your side torso's and you are in danger of popping because you have an XL. The above intelligent hitbox system gives you the power to protect yourself. It's up to you to keep that damage location protected and not expose it to enemy fire by keeping that location turned away from your attacker.
Now he may be an extremely good shot and still manage to get that pop that side torso. In which case, it rewards him as a player for being an extremely skilled marksman. If not it rewards you for being a good pilot able to keep that torso alive by awareness and good torso twisting. Which is the point.
Don't you see? The system doesn't kill XL engines mechs, it makes them "BETTER"
It doesn't kill their viability but instead, lessens their vulnerability while still making the option for those that use a STD engine a real possibility.
If you get a breached location, with Intelligent hitboxes it gives you the Pilot, the ability to protect it whether that be your Center Torso or a Side Torso it's up to you to play smart. No longer will you have a cored CT get popped by someone from across the map because they can hit your CT (because it's so massive you can hit it from pretty much any angle) while you are running away TRYING to protect it.