Jump to content

Damage Resistance Quirks?


5 replies to this topic

Poll: Poll. (13 member(s) have cast votes)

Do you believe a damage resistance quirk like this would benefit MWO?

  1. Yes. (10 votes [76.92%])

    Percentage of vote: 76.92%

  2. No. (3 votes [23.08%])

    Percentage of vote: 23.08%

Vote Guests cannot vote

#1 Alcom Isst

    Member

  • PipPipPipPipPipPipPip
  • The Professional
  • The Professional
  • 935 posts
  • LocationElo Heaven

Posted 14 March 2014 - 04:56 AM

Component Damage Resistance is a defensive quirk that reduces the damage a component receives. The quirk is represented by a percent addition to the component's total armor, and increases the component's total armor by that percent. (Or reduces the damage taken by that percent. Math's the same.)

Component Damage Resistance is intended to:
  • assist BattleMechs that suffer from detrimental geometry or poor hitboxing without having to modify the geometry or hitbox.
  • add another trait that differentiates chassis.
  • reflect the design of a component (Centurion Shield, Hunchback Hunch, etc.)
  • Increase time to kill.
Main Implementation Concepts:

Locust: +20% LL, +20% RL
Hunchback: +25% RT
Awesome: +10% LA, +10% LT, +10% CT, +10% RT, +10% RA

Additional Implementation Concepts:
Commando: +10% LA, +10% LT, +10% CT, +10% RT, +10% RA
Raven (2x): +20% LA
Jenner: +10% CT
Cicada (2A, 2B, 3C, X5): +10% LA, +10% RA
Centurion: +20% LA
Trebuchet (5J, 7K): +15% LA
Quickdraw: +15% LA, +15% RA
Dragon: +10% CT

Edited by Alcom Isst, 14 March 2014 - 04:58 AM.


#2 PhyroPhyre

    Member

  • PipPipPip
  • Overlord
  • Overlord
  • 57 posts
  • Facebook: Link
  • LocationPerth, Australia

Posted 14 March 2014 - 05:38 AM

I votes 'yes', however, these changes are reducing the weaknesses of the variants you have listed.

Those weaknesses exist and are exploited for a reason.

This suggestion is also a fix for a design that is initially slightly broken, adding further unnecessary complication.

That said, those aforementioned things aren't likely to change. Too improve the balance and the mechs listed above, a concept like this would need to implemented eventually to level the playing field.

#3 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 15 March 2014 - 06:18 AM

Why would you add more damage resistance to the Raven 2X's arm? Those little things hardly ever get shot.

Also, another mech you might want to list is the Thunderbolt, because it has historically been a tough cookie to crack (here in MWO, though, other heavies can have just as much armor or more).

#4 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 15 March 2014 - 07:34 AM

The problem with % damage reduction is that its exactly the same thing as just having more armor. For that reason I think id rather see damage reduction reduce damage by X instead of X%.

For example, a Centurion's shield might reduce all damage by 3 (down to a minimum of 1)

#5 Adamski

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,071 posts
  • LocationCanada

Posted 11 June 2014 - 09:18 AM

I like your goal of improving the quality of life for some of these chassis, but disagree with your method of getting there. I would rather PGI just rework some of the models, like they have already done for the Spider and Raven.

#6 Metafox

    Member

  • PipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 360 posts

Posted 11 June 2014 - 09:37 AM

Some mech models just aren't very compatible with real-time gameplay. I think that this kind of % damage reduction could be a good way to improve some of the less desirable mechs.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users