Edited by Nishnabe, 03 November 2014 - 09:44 PM.
The Armor Problem
#1
Posted 03 November 2014 - 09:43 PM
#2
Posted 03 November 2014 - 09:46 PM
The real issue making robots easier to put down is probably convergence, which lets us bypass a large segment of the armor on a mech. We get to drill straight into the torsos instead of throw down 2d6 dice to see where our shots land (note: I'm not literally proposing that we adopt a 2d6 targeting system, I'm just providing an example of the environment where our armor values are derived from).
As for certain mechs being tougher than their counterparts of equal weight, quirks should hopefully accomplish that. Maybe in the future, specific armor types could only be carried by those designated "toughguy" mechs like ECM and JJs are restricted.
Edited by FupDup, 03 November 2014 - 09:48 PM.
#3
Posted 03 November 2014 - 09:51 PM
Edited by Josef Nader, 04 November 2014 - 08:29 AM.
#4
Posted 04 November 2014 - 04:52 AM
On a serious note,guy 2 places above this post explained the reason quite well.
#5
Posted 04 November 2014 - 05:48 AM
The only way to fix it correctly is to build a gunnery range to generate data in a controlled way. that way you can explore/model the affects/interactions between armor, speed and mech size. once done i would predict that 100 ton mechs need an armor co factor to fix the problem. one ton of armor at 155kph provides more protection then 1 ton at 45 kph. thats shy you can simply buff base armor. it needs to be done on a case by case basis partially because art also affects mech durability.
The game is still using TT values in a FPS game, so yea TTK is artificially low for that reason alone.
#6
Posted 04 November 2014 - 05:51 AM
Nishnabe, on 03 November 2014 - 09:43 PM, said:
Well, they are kind of addressing this (somewhat) tomorrow with perks. Many mechs with especially vulnerable hitboxes are receiving either internal or armour buffs.
It's yet to be seen if this will be effective, but IMHO, it's a good start.
#7
Posted 04 November 2014 - 05:52 AM
Gamuray, on 04 November 2014 - 04:52 AM, said:
On a serious note,guy 2 places above this post explained the reason quite well.
Well now try this... Keep the exact amount of total armor but spread it evenly over the mech... Heck even more fun... try dropping it a third and doing the same... Would you do that?
If not i think he was closer then you.
Edited by AlexEss, 04 November 2014 - 05:52 AM.
#8
Posted 04 November 2014 - 05:54 AM
#9
Posted 04 November 2014 - 05:57 AM
Tombstoner, on 04 November 2014 - 05:48 AM, said:
The only way to fix it correctly is to build a gunnery range to generate data in a controlled way. that way you can explore/model the affects/interactions between armor, speed and mech size. once done i would predict that 100 ton mechs need an armor co factor to fix the problem. one ton of armor at 155kph provides more protection then 1 ton at 45 kph. thats shy you can simply buff base armor. it needs to be done on a case by case basis partially because art also affects mech durability.
The game is still using TT values in a FPS game, so yea TTK is artificially low for that reason alone.
Good point.
#10
Posted 04 November 2014 - 06:14 AM
#11
Posted 04 November 2014 - 08:16 AM
Suddenly, a (certain) Lolcust has the same armour cap as the Jenner D, since both come stock at 128; but both would have the cap of 228 points; the Jenner D would lose a total of 10 pts, although if you go the Ferro route, you could exceed the current cap.
It would diversify the mechs; Hunches would out armour the 55 ton SHDs.
#12
Posted 04 November 2014 - 11:41 AM
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