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Rt & Lt Armor Too Low


10 replies to this topic

Poll: Implement the suggested improvements? (34 member(s) have cast votes)

Increase RT & RT armor?

  1. Yes (7 votes [20.59%])

    Percentage of vote: 20.59%

  2. No (27 votes [79.41%])

    Percentage of vote: 79.41%

Increase the Internal Structure Health?

  1. Yes (6 votes [17.65%])

    Percentage of vote: 17.65%

  2. Not (28 votes [82.35%])

    Percentage of vote: 82.35%

Increase even more RT & LT Internal Structure when XL engine is used?

  1. Yes (2 votes [5.88%])

    Percentage of vote: 5.88%

  2. No (32 votes [94.12%])

    Percentage of vote: 94.12%

Add the health of the Internal Structure and the items in them?

  1. Yes (4 votes [11.76%])

    Percentage of vote: 11.76%

  2. No (30 votes [88.24%])

    Percentage of vote: 88.24%

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#1 Wintersdark

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Posted 17 May 2014 - 09:18 AM

Nah. XL engines would become mandatory in the same way DHS are now. As things stand, there are serious pros and cons to using them, and there's no "best" choice. Lets not mess that up. Instead, employ defensive piloting to protect your side torsos.

#2 Nothing Whatsoever

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Posted 17 May 2014 - 09:43 PM

I haven't voted yet.

What about separating front and rear torso sections?

So, instead of currently sharing as is the case, what if the sections had separate valuations? For example, Front Side Torsos could mount as much as legs, if potentially allowed, with Rear Sides being half that value or less of that value (would / could use a separate value from Max armor Overall also as another balancing factor)?

CTs would follow the same principle, with say a Hunchback having a total of 64, could then have that allowance for the front CT with an allowance of 32 for rear CT?

#3 wanderer

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Posted 17 May 2014 - 09:49 PM

View Posttechnopredator, on 17 May 2014 - 12:03 AM, said:

I know this is probably not canon but I think it'd make fair and balanced needed change to MWO.


No, it'd be "XL engines aren't a problem to mount whatsoever".

Sorry, you deal with having armor that isn't the thickest possible everywhere you need it to be. If having your side torso blown out is a problem, learn to use standard engines and spread your weapons.

Edited by wanderer, 17 May 2014 - 09:50 PM.


#4 Modo44

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Posted 17 May 2014 - 09:54 PM

No to all of those. You can only safely take an XL engine on certain mechs in certain roles. Doing it on others is folly (hello, all the easy XL Atlas kills). For overall survivability, put more armor on the front, learn to use your mech's arms and terrain for defense, and try to stay at long range if your weapons allow it.

#5 WonderSparks

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Posted 17 May 2014 - 10:26 PM

I'd just like to point out that my frontal side torsos are not limited to the amount of armor as my arms, as I only put 8 on either side of the rear of ALL* my 'Mechs. B)
(*The exception being the Locust)

#6 OznerpaG

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Posted 18 May 2014 - 07:11 AM

there has to be a price to use XLs, and higher vulnerability from less side torso armour is it. and this is coming from someone who ONLY uses XLs on every mech i own

#7 Wintersdark

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Posted 18 May 2014 - 07:17 AM

View PostWonderSparks, on 17 May 2014 - 10:26 PM, said:

I'd just like to point out that my frontal side torsos are not limited to the amount of armor as my arms, as I only put 8 on either side of the rear of ALL* my 'Mechs. :unsure:
(*The exception being the Locust)

I do something similar. Rear armor can be very low, if you don't let people get behind you :angry: I use the same system for rear armor as I do for XL engines:

Watch how I die most often, and adjust to fix. So, if I'm only ever dying to CT punching, start using an XL. If I'm always dying to frontal attacks, move armor forwards, etc.

Over lots of drops, with careful attention paid, you gradually tweak each chassis to work just right for you.

My mediums, for example, have in some cases 1 rear side torso armor, because they're fast enough to ensure nobody is ever behind me - or at least not long enough to exploit it.

#8 Claviger

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Posted 20 May 2014 - 12:52 PM

Clearly the poll shows you are wrong.

That is all.


Serious response though:

If PGI hadn't allowed the weapons to do MASSIVELY more damage over time than was intended by TT concept you would not see this issue. If they want to increase the Time To Kill, reduction in accuracy via convergence timing and reduction in fire rate of all weapons by 50% is how it should be done.

Edited by Claviger, 20 May 2014 - 12:54 PM.


#9 Smith Gibson

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Posted 20 May 2014 - 08:44 PM

I want as close to cannon Battletech/Mechwarrior as can be done. Leave armor and internal structure alone at the x2 it currently is. Double ammunition compared to the original rules to make up for the doubled armor. Remove pinpoint convergence to better reflect the original games random hit location. Change LRM range to 630m. Apply the same reduction in damage as you approach x2 weapon range for all weapons no mater if they are balistic, energy, or missile. Change all weapon damage and heat to original game values, and only adjust rate of fire to bring balance for weapons since this is a FPS. Oh, and let double heatsinks be double heatsinks.

I'm too tired to complain about ECM right now...





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