Koniving, on 01 May 2014 - 11:46 AM, said:
Thanks. I did not know see the ferro (been systematically opening Smurfy back to back for each one's stats)! And that might explain something. Though this does kinda hurt the K a bit more. Now, what I get from rounding is actually 126 instead of 128 to get 3.5 tons (36 is 1 ton of ferro).
Though what this tells me is that the K should have gotten the second missile hardpoint instead of the D. Neither of them actually have second missile hardpoints in source anyway. I guess the old solution I had before adding in that stock armor had to be divisible into either "1" or "0.5" intervals of tonnage will have to go into effect anyway.
Far as the rear-facing launcher, turns out on megamek I was using a Jenner II-C and flipping my arms or probably just really hyped up on the Quickdraws. One thing I noticed is that a lot of the 'similar' versions of variants tend to have rear-facing weapons when placed in MWO when they would seemingly have absolutely no reason to exist in tabletop (the reasoning turning out to be said rear facing weapons).
As for the engine adjustments, I've been thinking of that for a while now. At the moment what I have is stock + 6 ratings, but I'm likely to decrease that. A rating being a 5 point increase. So 140 to 145 is 1 rating increase. This generally works. Though it needs some adjustments; some mechs are pretty high and then some only achieve their speeds because of XL engines.
Now, remember this: The distance between a Locust's armor and an Atlas's armor is exactly 480 points of armor.
At stock, 480 points difference.
At 3 tons more (which is + 96 std or 108 ferro or 192 hardened), 480.
At 2 tons more, 480.
At 1 ton more, 480.
At 0.5 tons more, 480.
At 100 tons more, 480.
At 500,759 tons more armor, 480 points difference.
But with a random percentage, that 30 years of proverbial balancing gets lost, because it's 480 stock, or a difference of 600+ with 20 to 30% increases. You're simply alienating lighter armored mechs instead of preserving something wholesome from Battletech.
With a specific number, whether you're simply playing a stock game or a maxed armor game, you have EQUAL chances without alienating anyone.
Another thing to remember is that slapping on armor requires reducing firepower or speed. To a light, that is crippling. So a light could go for more armor, and wind up going 32.4 kph. Or it could actually use an XL engine, somewhat near max armor, and maybe have 1 medium laser. Or whatever combination it may go with.
But an assault mech with BOATLOADS of armor, shrugs the whole thing off, carries his AC/20, standard engine, and 3 SRM-6s with two large lasers and craploads more armor than ever intended by HARDENED ARMOR let alone regular armor, and suddenly we have absolutely no reason to run anything else. He'd slap it on with maybe a 4 kph loss in speed; no big deal.
Now, what is more fair?
An even slide from Battletech stock to a new max that preserves that perfect armor ratio whether everyone is stock, everyone is max standard, max ferro, or max hardened?
Or something that basically says buff the heavy armors and screw the rest of your mechs and makes everyone want refunds?
That is correct.. a perfect continuation of stock separation..now lets see if the current engine calculation fits that "blanket balance" that works so well.
CTF-3D Stock Engine: XL280 Speed: 64.8
CTF-4X Stock Engine: ST210 Speed: 48.6
16.2kph Difference
CTF-3D Max Engine: XL340 Speed: 78.7
CTF-4X Max Engine: XL255 Speed: 59.0
19.7kph Difference
The CTF-3D has the same potential max armor, but 3.5kph better potential speed. (And the maneuverability that comes with that.)
VTR (any of them) Stock Engine XL320 Speed: 64.8kph
AWS (any but 9M) Stock Engine ST240 Speed: 48.6kph
16.2kph Difference
VTR(any of them) Max Engine XL385 Speed: 78kph
AWS (true engine) Max Engine XL280 Speed: 56.7kph
AWS (any but 9M) Max Engine XL300 Speed: 60.7kph
21.3kph Difference (Before individual AWS buff from 280-300)
17.3kph Difference (After individual AWS buff from 280-300)
Even after the break-away individual buff for the AWS engine upgrade range, the VTR has a higher maximum speed. They did not advance equally in speed and maneuverability.. why should armor?
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And then there's the whole.. why should the smaller mechs get nearly double their stock armor, while the AWS and AS7 get a 15% boost?
Shlkt, on 01 May 2014 - 12:41 PM, said:
I this this change would push even more 'Mechs into the completely unviable category. The stock armor profiles from TT are designed for random hit locations and inaccurate weapons. They just don't translate well into an FPS.
The CDA-2A, which is already a pretty terrible 'Mech, comes stock with only 4 tons of armor; the same as a Locust!
The JM6-S, a heavy mech, comes stock with just 6 tons of armor. Only 2 tons more than a Locust.
There are lots of other extreme examples.
These 'Mechs with low stock armor profiles would immediately become unusable (assuming they were usable to begin with). TTK is short enough as it is; we don't need to nerf it further.
I can't go a game without seeing at least 3 jagermechs in the match. (why not? It can mount 4 ballistics in the arms! With an XL!!!)
I see maybe 3 dragons on a good day.. or 3 Cat K2s accross 3-4 matches.. why?
Jagers can mount the same engines as K2s, can mount the same armor as K2s, and can pack
more firepower than K2s..
Jagers paid for their good speed and awesome firepower with armor.. something they don't have to pay for in MWO.
K2s paid for decent armor and speed with Firepower..something that they cannot compete with the Jager on in MWO.
(Dragons paid even more fire power for their speed and armor.)
TL:DR
Firepower and Speed are restricted- relative to the stock mech.
Armor, for some reason, was not.
Edited by Livewyr, 01 May 2014 - 02:00 PM.