Avengar, on 13 April 2015 - 02:35 PM, said:
what is your opinion on doubling the armor value on mechs?
I like the idea I think it would hurt the effectiveness of Alpha Strikes and make longer lasting games
 
Bad idea that would screw over light mechs, so no.
 
Mcgral18, on 13 April 2015 - 02:41 PM, said:
It's already been doubled. The thing is...most weapons fire at 3x+ times their TT values, making that increase less effective.
 
Some also fire at 18x TT values....Gotta love those AC90s.
 
 
I would just like to remind people that the "10 second turns" in TT served no function other than immersion and that comparing "once per turn" and "once every ~3 seconds in real time" doesn't make sense.
 
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More armour won't really change much. More internal structure I could get behind, making critical hits actually mean something rather than : "Oh, I have no armour left, I'm dead in one hit anyways."
 
 
I'm not saying increased structure is necessarily the wrong idea, especially if that somehow made the standard structure upgrade actually worth something, but the critical hit system wouldn't be so unbalanced if we didn't have ammo packs as durable as a giant autocannon and if 10+ damage pinpoint weapons weren't so unbalanced when they deal automatic full crit damage to a component as soon as the weapon goes through the armor, even when breaching the armor and doing only 1 point of damage or less to the structure.  This stupidly unbalanced system makes it so that weapons simply made for punching holes in mechs are also the best at dealing crits, and the weapons that are 
supposed to be good at dealing crits are actually crap.
 
Ammo explosions should also be somewhat of a concern on any mech but they're not because they're so rare that only minimal adjustments are ever required to work around them, and if you do die to an ammo explosion it's pretty much always terrible luck more than any other possible factor by far.
					
					
					
							Edited by Pjwned, 14 April 2015 - 12:21 AM.