

A Kinda Weird Armor Poll
#41
Posted 30 September 2013 - 03:53 AM
We know armor can take up internal space (ferro-fibrous) and using crit based, would allow people to help offset mechs with disadvantages. Catapult head, Raven Legs, HBKs hunch and so forth. It would also prevent a nigh unkillable mech as the CT is limited to 2 crits.
#42
Posted 30 September 2013 - 07:24 AM
In general this game needs a slower TTK. There's none of the Battletech "war of attrition" here. In TT the fight becomes increasingly desperate as pilots try to score hits with whatever weapons they have left. There's a sense of desperation that really fits with the whole theme of battletech (which is doing the best you can with what you've got left). Pilots wailed on one another, until one limping one-armed combatant remained.
In MW:O you blast out the target's CT leaving the rest of the mech relatively unscathed.
#43
Posted 30 September 2013 - 09:33 AM
Artgathan, on 30 September 2013 - 07:24 AM, said:
In MW:O you blast out the target's CT leaving the rest of the mech relatively unscathed.
Quoted for truth.
#44
Posted 30 September 2013 - 09:44 AM
Damage transfer might work as well. All damage to CT gets spread to both LT and RT, percentages are debatable. CT hit goes 15% LT and RT leaving 70% on CT keeping dead section transfer in tact?
Edited by Almond Brown, 30 September 2013 - 09:45 AM.
#46
Posted 30 September 2013 - 12:47 PM
#47
Posted 30 September 2013 - 12:58 PM
#48
Posted 01 October 2013 - 05:38 AM
William Mountbank, on 30 September 2013 - 12:58 PM, said:
You mean a numerical description? Because the color of the internal armor also changes with damage state, so that is already there. But of course you can never tell whether it's a yellow 60 internal or a yellow 20 internals...
Edited by MustrumRidcully, 01 October 2013 - 05:39 AM.
#49
Posted 01 October 2013 - 11:57 AM
Artgathan, on 30 September 2013 - 07:24 AM, said:
In general this game needs a slower TTK. There's none of the Battletech "war of attrition" here. In TT the fight becomes increasingly desperate as pilots try to score hits with whatever weapons they have left. There's a sense of desperation that really fits with the whole theme of battletech (which is doing the best you can with what you've got left). Pilots wailed on one another, until one limping one-armed combatant remained.
In MW:O you blast out the target's CT leaving the rest of the mech relatively unscathed.
And you wonder why this is happening with our current aiming mechanics? Oh, your crosshair is on the CT? All weapons fired will hit the CT.
The problem is that the community doesn't feel that "just hitting the mech" is good enough.
Edited by Zyllos, 01 October 2013 - 11:59 AM.
#50
Posted 01 October 2013 - 12:03 PM
G SE7EN7, on 29 September 2013 - 02:54 AM, said:
how is it fine when the CT is the only thing that matters, you have mechs rolling around with no armour on whole appendages and doing fine... what tradeoffs are you speaking of.... there is only one way to play armour, max CT
#51
Posted 04 October 2013 - 12:27 AM
SkyCake, on 01 October 2013 - 12:03 PM, said:
how is it fine when the CT is the only thing that matters, you have mechs rolling around with no armour on whole appendages and doing fine... what tradeoffs are you speaking of.... there is only one way to play armour, max CT
No armour is probably an exaggeration, but I think when you want to get a bit more tonnage by stripping armor:
- If you're not a light, start with the legs. THey have a lot of armor, and a lot of internal structure. People can cripple your movement, but not your firepower, and to kill you by legging still requires a lot of armor.
- Then consider stripping from the arms. Especially if your main guns are in the torso anyway (a favored approach of the good old Gauss Catapults. Though they overall probably have gotten rarer since the Jagermech has other advantages, and energy weapons have come more viable since the K2s best days)
#52
Posted 04 October 2013 - 03:27 AM
MustrumRidcully, on 29 September 2013 - 08:59 AM, said:
...Relying on internal structure would allow simply slapping on extra armor to individual hit locations without having to worry about how to translate stock mechs. Just determine how much extra structure by weight class, figure out how you want to distribute it, and apply. So if you go for 2 extra point to CT per 5 tons and 1 extra point per side torso and leg per 5 tons, you would have something you could everywhere without needing to come up with a new armor points per ton or new max armor values.
An alternative to start could be:
- 50 % of extra armor points.
- Max armor points per mech: +50 %
- Max armor points per hit location: +100 %.
Maybe there will eventually be found the perfect balance point, maybe it will be in constant shift. If the devs figure out that there is a trend, they can start changing the max armour points per hit locations to values that are closer to the trend (that would help avoiding noobs running "armor trap builds" - e.g. overarmouring their CT or overarmouring their arms or something like that.
Both of these are great ideas, I'd like to see them tried as well! Bummer we missed the chance to test these during beta!
#53
Posted 04 October 2013 - 03:45 AM
MadPanda, on 30 September 2013 - 02:31 AM, said:
That's a silly idea that would just make legs as the most coveted target instead of the CT. Atlas has about 90-100 CT armor and legs are at around 80. So two legs would be at 160 armor and ct even up to 200. Not to mention almost every single person out there is shaving leg armor off to make their builds. So moving the focus problem from CT to legs don't really solve anything.
Oh but Mad, if the CT had more armor, and legs were being targetted, then that brings in the cost/benefit of adding armor to the legs. At least that's something more than we have now, where we shave down the legs and arms because we know they only get hit by bad shots.
#54
Posted 07 October 2013 - 12:08 AM
#55
Posted 07 October 2013 - 09:23 AM
I would love to have a well designed game that took into account all the elements a port from TT to a live action FPS would require to translate the TT design space on a 1-1 basis, but PGI took lots of short cuts that have very serous consequences for balance.
The primary design element at play here is the desire for a light mech to be capable of killing an assault with a 50-50 outcome. for that to happen lights needed a major buff and assaults a nerf. This occurred during the cut and paste phase during friends and family testing and early closed beta. the interaction effects between mech size, speed and skill based vs. 2d6 hit location was omitted/overlooked/ opted out.... i presume because lights could kill assaults very well. This was regarded as a success before double armor. but TTK was too short and a simple doubling of armor was over layed. this had to happen in a very simple form because of the desire to buff lights and nerf assaults.
thus we have what PGI is happy with. but more armor distorts the time to kill relationship between light and assault.: lights get stronger faster then assaults.
To increase TTK over all with the current design paradigm is way to complicated. it would result in one class of mech being favored over the others and players would quickly figure that out.
As things stand the only viable trade off for armor is taking from the legs and back. lowering over all values is just flat out insane / not very viable IMO. you need max values on front torsos just to live for 60 seconds. bad design in my book.
Kinda like taking the best parts of TT or the WWZ book and tossing it out the window in favor of some secondary desires like a movie trilogy or competing with COD, BF or CS.
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