E Rommel, on 16 April 2015 - 06:15 PM, said:
If you want to multiply armor by surface area, suddenly that surface area matters.
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I also find it hilarious that you attack me for evaluating how realistic your proposal is
No, I'm attacking you because you have this absolutely batshit stupid idea that the CBT armor values are balanced at all in a Mechwarrior game.
They are not. In CBT, Assault mechs are damage tanks, and light mechs are fodder. In Mechwarrior, Assault and Heavy mechs tend to be the first mechs destroyed, because they're slow, easy targets. I almost never see Atlases anymore because their side torsos are cored out in only a couple of alpha strikes.
Here is how the game is SUPPOSED to function. This is where the original armor values came from:
http://gfycat.com/Ki...anularAmbushbug
There is no aiming. There is no focusing on side torsos. There is nothing but luck. You cannot hit the same section with an alpha strike of three lasers unless you just happen to roll to hit that same section. There is no accounting for how the designers drew a specific mech's shape or whatever arbitrary size they gave it. There is absolutely no sense applied for how a specific mech would be laid out, as I said with the previous mention of the Marauder.
The original concept of 'armor' works fine in CBT, because we aren't concerned with where on a mech you hit, since weapons are wildly inaccurate and mechs are supposed to be big and tough. With randomly distributed hits for every single weapon, it means you are basically just whittling through all the armor at random until you finally make a hole to the internals.
What the CBT rules say goes for a 'specific mechs' armor values is irrelevant. We aren't playing CBT, are we, so why do you keep thinking that we need to divide an Atlas's armor values across its entire surface area? If the original mech designs were drawn up
with any consideration for how obvious a target it is, they would look absolutely nothing like they currently do. The Atlas is a big, tough mech in CBT that's a bear to bring down, and it's going to dispense a ton of damage. It can easily wade into the thick of battle with all guns blazing. In MWO, MWLL, MW4, MW3, it's an easy target that will get cored out before it can reload its AC20 more than once if it tries to perform how an Assault Mech should. The result is that you find all the Assault mechs hiding behind hills because they're terrible mechs. They were terrible in MWLL, MW4, and MW3 as well.
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when you use "realism" as the main support for your proposal. If you claim your proposal is realistic, then pointing out that it is unrealistic is fair game.
My proposal is plenty realistic, you just seem to think that how CBT says armor works matters at all. It doesn't. I don't care what CBT says. CBT is why this game is broken. CBT is why MWLL, MW4, and MW3 had the
exact same problem with pixel-perfect accuracy. And all the tabletop fanboys just close their eyes and pretend that this isn't a massive flaw with the game.
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Having fewer hitboxes actually allows you to get more value out of the same armor. If you had realistic armor-over-surface-area, you would need to spend MORE weight to get the SAME protection on LARGER mechs.
If I shoot a completely pristine Atlas in the crotch, I hit 96 points of armor, right? If I shoot a pristine Atlas in the HEAD, I hit 96 points of armor. Is that armor in the crotch magically flowing upwards to the head? Subdividing a mech's hitbox into smaller sections is FAR more realistic than your completely silly
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So either you're proposing armor that magically gets lighter the bigger your mech is, or you're saying that big mechs should have to equip more weight in armor than they are rated to carry to get the same overall protection as a smaller mech.
Literally everything you write from this point on is you continuing to believe that we need to obey CBT armor values, and then completely strawmanning my proposal based on that. For the thirteenth time, I don't care what CBT armor values say. There is literally not a single rule in CBT that takes a mech's dimensions and art style into account, so why would we really give a ****?
You seem to be having trouble understanding this concept, so let me draw you two more pictures:
Here is how Mechwarrior games currently function.
You seem to think this makes perfect sense. If I shoot a pristine Atlas in the dome, I'd hit 96 points of armor. If I shoot a pristine Atlas in the crotch, I hit 96 points of armor. But somehow, if I hit his crotch and THEN his dome, I'm hitting less armor the second time. The funny thing is that this almost works like it's already subdivided - you could just as easily pretend that the reason damage 'transfers' over twenty feet of torso space is because they just happened to hope you'd hit the crotch first, so they put more armor there.
https://gfycat.com/I...hsomeKookaburra
Here is a mockup of how a subdivided mech would function. How large a target an area is is directly related to how many crits a specific component takes up. The lasers in the chest, for example, are small because they're just one crit each. The central torso engine is the largest component, so it's the largest target.
https://gfycat.com/MajorOnlyDog
The POINT is to redesign how armor and damage is handled
because Mechwarrior allows you to pinpoint all your damage at will. If the game is going to be about "aiming skill", then creating smaller, harder-to-hit targets will not only reward people with exceptional aim (ie: hitting the Atlas's nipple over and over to break through to where the XL engine would reside), but would almost certainly make mechs far more durable in general. Instead of somehow magically destroying the engine by shooting it in the shoulder, you'd actually have to shoot where the engine IS. Instead of somehow magically burning off armor ten feet away from where you shot it, you'd have to actually hit the specific weak points rather than just wildly spraying at the side torso.
Smaller mechs will have fewer subdivisions. A Jenner, for example, would have probably NO subdivisions, and thus it would work exactly as it currently does. The Jenner is already a difficult target to hit, so it doesn't need more durability. Since larger mechs are far more vulnerable to pinpoint damage alphastrikes, it makes sense to change up their designs to lend them more durability, and be more resistant to alpha striking. It would also make destroying specific weapons less of a random factor - an AC-20 has huge internals so it takes up tons of space. However, you still have to actually hit
where the AC20 resides. If I stick a smaller cannon in there like an AC5, if you want to knock off the AC5 you have to destroy the AC5.
Armor subdivision values can be balanced on a per-mech basis, locked by the devs. Players would only specify the general level of protection that entire section has. If the developers want to make the ballistic torso mount on the Atlas a weak point, but make it more resistant to engine coring, they can strip some armor from the AC20 hitbox and transfer it to the area where the XL engine lives, and the surrounding areas.
If you're struggling for some sort of rational explanation for 'but, but but, the SURFACE AREA!', then consider that armor - just like in real life - is not a linear scale of protection. In real life, an inch of steel armor will not stop a .50 cal. Two inches, however, will, and it WON'T require just shooting the armor twice to break through - it will stop MULTIPLE strikes of .50 cal.
Funny how you don't have a problem with the quirks adding magical extra armor to some mechs like the Hunchback though. I also think it's funny that you revere CBT and are trying to apply rules like volume to it, but cannot seem to account for the fact that an assault much has exactly as much internal space as a freaking Locust.
Edited by Frostiken, 16 April 2015 - 08:39 PM.