SirLANsalot, on 18 February 2014 - 12:19 PM, said:
According to PGI mechs are still dieing too fast, and have said that doubling the armor again would be a bad idea.
I think it would be a great idea and while were at it, triple current component HP as well.
So if armor was doubled again (4x over "TT" values) what would happen to the builds? What would happen to the weapons?
Well for starters, builds would mostly stay the same, some would be junked like the twin AC20 jager, but this would be a good thing (seeing AC40 mechs go away wouldn't be missed). An argument was made that if armor was increased again, that high alpha builds would be the only thing used. This is quite quite false, as armor increases the alpha builds become a little less desirable. In favor of high DPS builds were mechs are slugging it out and running very hot (very much like how things are described in the BT books). When armor levels are low, high alpha "boats" become a problem, because they are the most effective thing in wiping out a mech in a few vollys. However when armor values are increased exponentially, while weapons remain the same, you start to see people looking for the most effective DPS builds. Thats not to say high alpha won't be around, but it won't be the cream of the crop that it is now.
A suggestion was made to reduce weapons instead of just adding more armor. The issue with this is it would leave a very bad taste in most players mouths after being used to XX weapons fire rate and damage. Plus with the added armor you do get to keep damage values that make sense (AC20 is 20 damage ect ect).
A few examples of quadrupled armor.
Mr. Atlas would have a CT combined armor of 248 (current 124). When front loaded that would be 200 points of armor in the CT with 48 in the rear. This would give the big boy the tankyness he really dose need for his size. It would be scary to come up against that much armor, which would be quite literally the point!
Light mechs would benefit from this the most but yet still remain frgiale as there legs are there weak points.
"But what about cannonicity? TT didn't do this."
No it didn't, but this game isn't TT, and isn't a 100% cannon game either and the sooner people get that through there heads, the better. Stop trying to make this game Table Top, or a game that follows the lore to the letter. If you want a TT game, go play MW:T which is far closer to TT rules and build rules then this game.
Here are the two issues and it is incredibly surprising that this went through and how even more people don't know about it. First off, we do need to have internals match external armor just to increase time to kill. But, here is the big kicker:
Some patches ago, PGI slipped in this sweet little nugget: 15% of all critical damage will now be transferred to the Internal Structure.
In case you don't understand this, when you do damage to the internal structure, you have a chance to score 1, 2, or 3 criticals. I'm a little fuzzy on the actual specifics but I think that it is 20%, 8% and 3% for anything that isn't a MG, Flamer, or LB weapon. So, you've stripped your target mech and smashed some internal structure for X damage. You're in luck and you scored a critical. That critical damage is applied to an item in that location. If there is an item there, it takes weapon damage x critical mutliplier amount of damage. 15% of that is then reapplied to the internal structure. SO, the second you score a critical hit, you're double taxing your target. And, in this game, there is no way to miss the IS and smash an item in the location so every hit is going directly to the IS. If you critically hit, all the better for you.
Oh, and the most potent weapons in the game (ie, anything that does 10+ damage instantly) are also the best at disposing of equipment as all items, except for the AC20, have 10 health or less. Get a crit with one of those items and you're not only instantly hosed an item but you've also done 1.5+ damage back to the IS that you already hit. Loverly isn't it?