Lord0fHats, on 11 April 2015 - 06:22 AM, said:
I definitely want to see the armor types added. Personally though, I'd add them as modules. Refractive Coating, Reflective Coating, and Standard Coating. Adjust numbers as desired. I think going 50% is too much. More in the range of 20-25% imo would be better. I don't want TTK increased by that much

I'd have no other effects personally. Just give every mech an 'armor coating' module slot and let players pick the one they want. Would definitely lead to more diverse mech builds at the very least, and make fights a lot more rewarding at best (I want longer fights, so sue me). Be nice to play a game where mechs are tanky enough that the shortest route to victory is not kill all the mechs.
Whoa whoa whoa armor types as modules? No way man! Its already bad enough that
Coolant Pods are already a module instead of a piece of equipment that can be destroyed and take up tonnage criticals. To be honest, that is another peice of equipment I should have included in the OP since it can still be used defensively. The only way I would agree to this is if the module works by allowing you to equip such equipment armor. I.e you need a Reflective armor module "mech module" to put reflective armor on your mech. At least then, it would be another choice players would need to make of instead having seismic or radar deprivation. But even in that case, I'm not sure if I buy it.
Now, what I would have done for that is change the "Coolshot 9 by 9 module" to allow equipping a single Coolant Pod somewhere on your mech as a one time use (1 ton, 1 crit, explodes for 20 damage if destroyed while still full, i.e TT rules) and then the Cool Shot 9 allows for a second.
Either case, tonnage and criticals need to be a cost of such equipment/armor to reduce the total amount of tonnage/crits players have to work with in the mechlab to spend on offense. Having armor types entirely as a module just gives them away for free and makes even more of a mandatory grind to unlock/purchase them!
Team Chevy86, on 11 April 2015 - 06:40 AM, said:
I'm all for the idea of more weapons, equipment! ...And though I agree with the ideology of defensive tonnage options to help TTK, honestly they have too many other little issues as it is. Hit reg, general weapon balance, UI, tutorials, CW.. it goes on.
Aaand more buttons and options would make the mechlab even more of a convoluted mess. Lol
Indeed the current Mechlab is nothing short of a headache to use and a nightmare for new players, but supposedly the mechlab v3.0 is currently in testing and aiming for a release next patch April 21st.
Since the mechlab (imo) is half the game, you want as many players as possible spending a lot of time in the mechlab just playing around building mech variants. Keep them interested in experimenting in the mechlab, keep them interested in the game, because eventually they are going to stumble upon something that player is going to get VERY excited for and want to play in. The mechlab was a HUGE part of what kept players interested in MW2 3 and 4. There is no reason MW:O should be any different.
Edited by DefinitelyNotMwHighlander, 11 April 2015 - 07:04 AM.