Lykaon, on 23 December 2013 - 11:13 AM, said:
PGI's choice to pull the armor mechanics directly from the Battletech table top game while at the same time failing to place that mechanic into a an enviorment designed to support it's functioning.
Here is a description of the Table top game armor mechanics (and by the way MWo's armor system as well)
Armor values are specific to individual mech body location,a mech's leg armor only effects the armor value of that specific leg.The armor on the leg has no bearing on the armor values of any other location.
The maximum armor values that can be applied to any given location are base on the internal structure value for that location.The internal structure values increase proportionaly as mech weight increases, a 20 ton mech has the lowest structure values a 100 ton mech has the highest.
Once armor has been depleted on a specified location the internal structure and any components carried in that body location are vulnerable to damage.If the structure value is also depleted the body location is destroyed.
The formula used for max armor per location for table top is structure value x 2 = max armor value MWo uses structure value x 4 = max armor value. This is the only variance in the armor mechanics used for MWo.
Fundamentaly these are the rules that govern how our mech's armor functions.
But how are these mechanics failing for MWo when they work fine for table top?
The answer is simple the table top game uses the armor mechanics in conjunction with several support mechanics.When taken as a whole the armor and support mechanics creates a functional system.
Some of the supporting mechanics are...
Heat generation used to limit the volume of damage produced.
Heat scale penalties causing damage in access of the heat generation mechanics limits to become increasingly inaccurate or difficult to apply (heat penalties for TT are accuracy and movement debuffs)
Escalating target numbers for hitting targets: The target numbers for hitting a mech in TT are based on a core value equal to the mechwarrior's gunnery skill.This value is then modified by distance to target,movement of the shooter,movement of the target and any enviormental conditions like partial cover,smoke or other obstructions.This mechanic leads to fewer shots connecting with targets.This translates as another means of limiting the damage applied to the armor over a single turn.
Individual to hit rolls for each distinct weapon: If a mech has 10 medium lasers it is rolling to hit for each,that's ten to hit rolls there is no group fire mechanic in TT.This leads to less overall damage being applied to a target in a single turn.
Random hit locations: Each weapon that does hit is also randomly assigned a location that it's damage is applied to.This is probably the single most important support mechanic for the armor system.The use of random hit location prevents intentional concentration of damage onto singular mech body locations.
After reviewing my incomplete list of support mechanics it becomes evident that MWo lacks all of them with exception of using heat as a damage limiter.
It also becomes evident that not only are supporting mechanics neccissary for the armor mechanics to function missing but conditions that those same mechanics were designed to prevent are present in MWo.
We can consistantly aim at desired body locations with group fired concentrations of damage in a very short period of time.All conditions that the Table rules try to prevent.
Our problem stems from the use of the table top armor system without sufficent supporting mechanics to allow that armor system to function.
Why are people complaining about PPCs and ACs all the time? Because these weapons can be grouped together to apply large amounts of concentrated damage to specific body locations in very short time frames.These weapons create situations that the armor mechanics as they exist in MWo can not handle.
Why are people complaining that Lasers and SRMs are under powered? Because these weapons best emulate the missing support mechanics.Lasers produce damage over longer durations causing dispersed damage patterns while also generating high heat (with heat as our only support mechanics lasers are more effected by this mechanic) Missiles also have dispersed damage patterns lacking the ability to apply concentrated damage to specific body locations with ease.
No amount of weapon tweaks or ghost heat will alter the core cause of the problem.
The trick is how do we repair the armor mechanics since it is far to late to replace them we are pretty much stuck with the core mechanic of X armor value on Y body part.
Many of the table top support mechanics simply do not translate to MWo.
We can't use to hit rolls
We can't use random hit locations
What can we do?
It's not that we didn't find it. I have been saying this for a while now. There is a HUGE mismatch between the armor mechanics and aiming/firing mechanics.
The armor mechanic is assuming that damage is distributed in some fashion while the aiming/firing mechanic assumes all weapons hit directly where the crosshair is pointed at.
This mismatch between the systems leads to some weapons "winning" and others "losing". SRMs are a prime example of this. For their weight, they are very respectable but feel extremely weak in this game, regardless of hit registration. Lasers, while still breaking the overall mechanic by converging, have a duration, which usually leads to spreading of damage. The only weapons that do not have an inherent "randomness" or "duration" is the AC and PPC (excluding the LBX).
And this makes you wonder why the AC and PPC feels so much stronger than other weapons?