Jump to content

What If We Did Armor This Way?

Loadout BattleMechs Balance

23 replies to this topic

#21 meteorol

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,848 posts

Posted 27 November 2014 - 03:07 AM

View PostThe Boz, on 27 November 2014 - 01:29 AM, said:

What? How? C1/C4/J torso zombies?


K2 works aswell. The Catapult is one of the few mechs that can tank exactly zero damage with its arms. Other mechs have better or worse arms for soaking damage with them, but the Catapult can't twist a single point of damage to the arms.

C1/C4/J and K have a few torso hardpoints to work with, so you could take every point of armor out of the arms, giving you 80 points to play with on the torso section, without losing out on any arm tanking ability, because the catapult has zero to begin with.

#22 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 27 November 2014 - 03:11 AM

View PostLordKnightFandragon, on 27 November 2014 - 01:14 AM, said:

So drag this game more and more towards some randomly hodgepodged together robot game and less a MW or BT game? meh...


Might just as well, that's where this is headed anyway.

In the BT universe, Kerensky's children ran roughshod over the IS when they invaded....almost like clubbing baby seals. Now that they're "balanced," the Clans will be lucky to take anything, let alone threaten the IS like in the books.

#23 Senor Cataclysmo

    Member

  • PipPipPipPipPipPip
  • 373 posts

Posted 27 November 2014 - 03:30 AM

We all love the tabletop game & want MWO to be as much like it as possible.

As many people, including the OP in this thread have pointed out, the ability to aim our weapons at certain parts (as opposed to a random dice roll dictating where we hit) has serious implications for how survivable a mech is compared to its TT incarnation.

What a lot of people seem to not be taking into account is that MWO feeling like tabletop and MWO using rules lifted from tabletop are not the same thing.

I dont know about you guys, but I would much rather play a game that feels like TT when Im in combat than a game that doesnt but has TT armour values when Im pratting about in the mechlab.

At the moment, the system doesnt feel like TT. This is evident from people complaining about TTK etc.
Blind slavery to using TT values to represent everything *isnt* going to fix this problem because TT rules arent designed for a system where one can aim ones weapons & fire much quicker.

Something needs to be changed for the game to feel like TT, and it isnt using all TT armour values. Whether or not the OPs idea is a good solution is up for debate, but all these 'I stopped reading as soon as you said dont use TT stats' posts are just silly. It's not going to be any less of a BT game because it doesn't use exact numbers from a system designed for a completely different way of fighting...

Edited by Senor Cataclysmo, 27 November 2014 - 03:31 AM.


#24 The Boz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,317 posts

Posted 27 November 2014 - 03:32 AM

View PostWillard Phule, on 27 November 2014 - 03:11 AM, said:


Might just as well, that's where this is headed anyway.

In the BT universe, Kerensky's children ran roughshod over the IS when they invaded....almost like clubbing baby seals. Now that they're "balanced," the Clans will be lucky to take anything, let alone threaten the IS like in the books.

I, for one, would not enjoy being clubbed like a baby seal for two years straight, especially if the economy rewarded not-being-clubbed-like-a-baby-seal.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users