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Armour Conversion From Tt To Mwo.


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#221 DeadEye COTP

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Posted 08 October 2013 - 05:29 AM

There's a reason I roll between 3-5 armor on all my heavy mech rear comps, the game has been dumbed down to the point the only effective tactic is blobbing and focus firing CT's. Now if there was 1 in 100 light mechs that learned to play the role BT designed it for, it would be attempting to get behind me and trash me instead of pop tarting or brawling my front armor.

Just what I was always looking forward to, CoD: Mech Edition.

I do feel this game needs some balancing done by something other than a monkey, because it really doesn't require much cognitive ability to say "double the armor values, case closed!" The solution isn't as simple as reverting these values either, or even making a difference between the values. Unfortunately it will require much more effort which may impede their ability to release a new hero mech every few weeks.

Edited by DeadEye COTP, 08 October 2013 - 05:30 AM.


#222 Tombstoner

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Posted 08 October 2013 - 05:38 AM

View PostDeadEye COTP, on 08 October 2013 - 05:29 AM, said:

There's a reason I roll between 3-5 armor on all my heavy mech rear comps, the game has been dumbed down to the point the only effective tactic is blobbing and focus firing CT's. Now if there was 1 in 100 light mechs that learned to play the role BT designed it for, it would be attempting to get behind me and trash me instead of pop tarting or brawling my front armor.

Just what I was always looking forward to, CoD: Mech Edition.

I do feel this game needs some balancing done by something other than a monkey, because it really doesn't require much cognitive ability to say "double the armor values, case closed!" The solution isn't as simple as reverting these values either, or even making a difference between the values. Unfortunately it will require much more effort which may impede their ability to release a new hero mech every few weeks.

It's sad that in the short time you have been a part of the community you have hit the nail on the head. the effort needed to address your concerns would need a complete reworking of almost all game systems. MWO 2.0. no chance of this until after UI 2.0 and CW are in and or a change in upper management at PGI. until then... working as intended.

cant wait for you views on ghost heat ;)

#223 Lightfoot

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Posted 08 October 2013 - 09:05 AM

View PostWolfways, on 02 October 2013 - 05:29 AM, said:


Generally, lights recieved the biggest buff, followed by mediums, then heavies, then assaults.
This is why i believe that armour values (assuming PGI wished to stay somewhat true to the original values, which they've shown they do) should have been increased incrementally.
For example:
Lights - 25% increase.
Mediums - 50% increase.
Heavies - 75% increase.
Assaults - 100% increase.
(Obviously these are just random numbers i chose for the example. PGI would have to decide on the actual numbers used and through testing and gameplay adjust accordingly.)


Take the current armor values we have now and add this much more armor (see above quote) to the various mech's Center Torso and Side Torsos and I think you would have much better gameplay with the Mechs actually being able to retreat from a bad situation or shielding damaged sides with undamaged sides. MWO Mechs suffer too much from the "instant destruction" style of gameplay and piloting the Mech correctly, defensively, needs to be added or better supported.

#224 stjobe

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Posted 08 October 2013 - 09:39 AM

View PostLightfoot, on 08 October 2013 - 09:05 AM, said:


Take the current armor values we have now and add this much more armor (see above quote) to the various mech's Center Torso and Side Torsos and I think you would have much better gameplay with the Mechs actually being able to retreat from a bad situation or shielding damaged sides with undamaged sides. MWO Mechs suffer too much from the "instant destruction" style of gameplay and piloting the Mech correctly, defensively, needs to be added or better supported.

So a COM-3A's CT goes from 24 to 30, while an AS7-D's CT goes from 96 to 192? Yeah, that'll balance things *really* well.

If we want to slow down TTK, there are numerous other ways to do it that doesn't unfairly upset the balance between weight classes. From the ever-popular Cone of Fire, over the much-maligned Remove-Instant-Convergence, to some really radical ideas like Carrioncrow's redesigned hitboxes, or just plain old heat penalties starting at 25% heat, or even slowing down RoF across the board.

All of these are better than the OP's suggestion of giving more armour the heavier the 'mech.

TTK being too high comes down to one thing, and one thing only: The continued existence of pin-point alphas. Couple that with a broken heat system that enables several of these pin-point alphas to be fired on cooldown before any detrimental effects occur, and you have the situation we're in: 'Mechs die too fast.

Now you can try to bandaid that with added armour or IS, but it'll only move the problem further down the line, to the Clan invasion. Then it'll still be there, unsolved, and still cause issues.

Edited by stjobe, 08 October 2013 - 09:40 AM.


#225 Nryrony

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Posted 08 October 2013 - 10:26 AM

View PostDeadEye COTP, on 08 October 2013 - 05:29 AM, said:

There's a reason I roll between 3-5 armor on all my heavy mech rear comps, the game has been dumbed down to the point the only effective tactic is blobbing and focus firing CT's. Now if there was 1 in 100 light mechs that learned to play the role BT designed it for, it would be attempting to get behind me and trash me instead of pop tarting or brawling my front armor.

Just what I was always looking forward to, CoD: Mech Edition.

I do feel this game needs some balancing done by something other than a monkey, because it really doesn't require much cognitive ability to say "double the armor values, case closed!" The solution isn't as simple as reverting these values either, or even making a difference between the values. Unfortunately it will require much more effort which may impede their ability to release a new hero mech every few weeks.

Oh I loved to do that, but with 12 mans, blobbs, (even the absence of PPC boats) and SeismicSensors, backstabbing became very fast very hard.

Today its mostly luck and stupidity of my enemy.





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