Frostiken, on 17 April 2015 - 10:49 AM, said:
I'm absolutely floored that you can't understand this. Yes, ghost armor is adding more armor. And yes, it *WAS* more sections I want, because it adds more OVERALL protection,
while still allowing highly-skilled players with good aim to hit specific weak points on the mech. It's the overall protection of more durability due to most damage being splashed over smaller sections each with high durability COMBINED with both rewarding skill for being able to concentrate highly accurate shots. It also has the added benefit of making where you specifically put equipment matter, instead of just rolling dice when armor gets breached to decide whether or not your primary weapon becomes useless or not.
https://gfycat.com/MajorOnlyDog
Every section has 51 armor, down from 64 overall. Yeah, you're telling me that you're going to have no trouble burning through that little area next to the center torso where the XL engine lives, despite the new target being literally only 20% the size of the original side torso? Uh huh, right.
This ghost armor add up i and e- rommel do not favor, we would have out of the seen 51armor on the 5 parts more like 10 on 4 of them and one 11. If you then fire a alpha 30 alpha you definitly destroy this armor part and maybe all components housed within as critslots. - This is the surgical way to take out weapons of the oponent or go for the engine, if all critslots are in this one spot located - that is what e-rommel explaind in a downfall of time to death. - And therfore we need a adaption in the crit occupation of xl engines for example and the way the critslot system would work in first place. To prevent such an outcome.
E Rommel, on 17 April 2015 - 10:25 AM, said:
Still relying completely on personal attacks instead of even taking a second to think through the consequences of your ideas. Apparently armor is weightless now?
Besides, if you read Kurita's post, you would notice that he acknowledged my point: that spreading armor across more component makes each individual component easier to destroy.
You should calm down a bit, as Frostiken too.
E Rommel, on 17 April 2015 - 10:25 AM, said:
The more sections you have, the more total points of armor you need in order to have enough points per section. It's quite simple. And while one head section embedded in an otherwise strong CT is hard to hit, if you cover the entire CT in head sections, then no matter where I hit the section that I hit is going to take damage.
If you divide the CT into a bunch of lightly-armored sections, it doesn't matter if I hit the upper-right section or the lower-left section. Whichever section I hit is going to buckle and the engine underneath is going to take damage. Same for STs, whatever subsection of the ST I hit, that subsection will buckle and whatever was inside it is toast. So mechs will lose combat capability more rapidly, fights will snowball more strongly in favor of whoever got the first alpha strike off, and TTK will go down.
Alphastrike at least high alphastrike is spread damage. If you followd the Discussion about ssrms for example a 5launcher C-SSRM6 crow do 60 damage spread on all bodyparts as now - if you go and change it into bodysections you would have have even more spread - Lasers in on alpha fired would melt through the smaller armor, and get the internals, but this does not say that actually he take out critical componenents as fast, if they are all over in the slots and not bound in taken damage togehter, if you hit one you hit all other. However if you use smaler weapons you will actually get not as much damage from a hardpoint itself. Sure it is risky with such a model, that alpha will become a issue, but this is mostlikely the problem if you link critical slots behind - if you make them independed to destruct and you need destroy all in order to disable a component the damage szenario would work, because if the part is laying under diffrent armor parts you need todestroy also those to reach the the other crits or you have to have the right angle to shot through the hole in first place and get the other crit slots of this part that way.
E Rommel, on 17 April 2015 - 10:25 AM, said:
It also introduces issues for arms and legs. If I destroy your upper arm, does it take the lower arm with it the same as a destroyed ST? If I fry your hip actuator, does it take the lower leg with it?
This would be up to discussion i guess. Cutting an arm is however not that easy. What at least get easier is the destruction of weapons in arms - but we have a issue there anyhow - looking at arms you can fit into ac20 - and the slots are occupied - comaring the size of arm vs the size of a st and fitting into a ac20 you have the same critslot occupation, but what is the right size as 3D model of the ac20? - destroying components if well sized in a 3d model is harder, as shooting a surface and claiming all what is hit then is a magical critslot, that you truely hit everytime your shot hits on/in this part.
E Rommel, on 17 April 2015 - 10:25 AM, said:
Dividing our mechs into more, smaller hitboxes simply doesn't have the effect that you think it will. Just like the Atlas being divided into components means I can kill it without having to chew through all 927 HP on the Atlas, dividing each component into sub-components will allow me to destroy the component without chewing through all 100-200 ish HP on that component.
Actually deviding it is a relifie for such weapons like the lbx- since if you peal the outer armor of a st with lasers and their beam duration, you now will notice how effective the spread of an lbx will grill your internal components faster, than pinpoint accuracy weapons can. Shoting a ppc 30 alpha with 3 ppc on a special location does damage the armor in this section and maybe 1 up 3 critslots and eventually the rear armor, but nothing more happens. And again taken size into account on a light after intruding through the armor section you may get the 3 critslots - on a asault it may only be one critslot behind a armorsection.
E Rommel, on 17 April 2015 - 10:25 AM, said:
And I certainly wouldn't mind having more components to destroy and more options about how I destroy those components. I just want to make sure people are aware that it would not improve their survivability. It would just result in mechs going down with more unblemished armor still left sitting on the mech.
Survivability is the main question. If you consider the engine as a big block behind a ct armor the model what is now is weak to high pinpoint alpha, but you have at least much armor to block the alpha - ify go down the rabit hole of armor section you have to have to spread the armor into smaller increments on said sections. Now if you say the eninge is on big blob and you can damage it fully via one of the sections than yes ttk is not very long expacialy with pin point accuracy - on the other hand - if you split the engine in critslots that you have to destroy separatly in order to kill the engine ttk could go up. And if you combine last mentioned variant with 3D-Models where a Std 60 Engine of a Urban mech is a coin on 1000m vs a XL375 of a TImber what has the size of a ordinary 500ml can at same range it will bring even more deep.
Edited by Kuritaclan, 17 April 2015 - 11:36 AM.